Rules Update: Faith and Churches

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Luke
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Rules Update: Faith and Churches

Postby Luke » Tue Mar 03, 2015 6:35 pm

Luke wrote:
Churches and faith in Velmaneth

Velmaneth is home to a great many churches, faiths, ideals and Gods. The people of Velmaneth often choose a diety to devote their lives to, and in return they sometimes receive great gifts in return.

Faith
Faith is willingness to put oneself in the hands of the Divine. It represents devotion to a Deity, the following of their tenets (especially in adversity), and the instruction of others in a God's role or power.

Faith is awarded by a referee when a character has performed an appropriate act of Faith. There are 5 ranks of Faith, most characters will start with no Faith, Faith 1 represents an initiate in the Faith. Faith 5 will always be held by a Paladin and a High Priest, these lead the church.

To gain higher ranks of Faith a character will need to show increasing displays of devotion. It can take a long time to gain the higher ranks of Faith.

Favour

Faith benefits cost favour. Favour is a resource which represents a divine being, intervening in the world of mortals. Each day a character’s favour is renewed, and, if they are able to show true faith they may even be rewarded more.

At the beginning of each day characters gain Favour equal to their highest Faith Rank (if they possess multiple-faith). This Favour lasts until sunrise, unless used. Bonus Favour, which will be rewarded to you for acts of devotion, may last longer than a day (like for an event - the refs will tell you).

Think of Faith as a passive, but long term relationship being built. While Favour represents a particular instance (say building a shrine, or smiting an enemy in your God's name) which blesses you for the day.

Domains

Each God rules over a domain and has power and influence with regards to it. More than one God is capable of ruling a domain and they may even fight for control. When you have Favour from a God you may access their Domain abilities. You have access to any domain abilities of your faith rank or lower. For example, Faith rank 3 grants the first 3 abilities.

Each Domain ability costs 1 favour to use and unless otherwise stated, has no other cost. The effects of a Domain ability lasts for 2 minutes. If a Domain ability gives you the knowledge of a spell you can cast that spell for 2 minutes, but the spell duration is unchanged from that stated in the Tome of Magic.

Warning: Abuse or misuse of any of the following abilities will be treated harshly.

Using a Domain ability
When a character wants to call upon their God for intercession then please call out the name of the God, and ask them for the blessing (first, second, third etc).

"Gerethenax, I call for your Fourth blessing!"

Life
1 – For the duration, whenever you cast Heal and Hope spells you may increase the effect by 1. For example Hope 3 becomes Hope 4 etc. If you do not have Heal 1 and Hope 1 you gain these spells for the duration.
2 – For the duration you may snapcast any life spells at the costs stated in the snapcast rules. If you already possess 'snapcast life' then you may snapcast life spells without the extra costs.
3 – For the duration you may mass-cast any life spells at three times their base essence cost. You must still obey the rules for casting times. You cannot snapcast these spells.
4 – After 30 seconds of calling upon the Divine you may 'Banish' an undead, demon or other appropriate creature by touching them. The target disappears for 10 minutes, and then returns in the same place they were banished from. When used against weaker creatures the monster may just die at the referee's discretion. This ability has an instant duration.
5 – With an appropriate ritual you may resurrect a companion. This does not require a sacrifice of skill, soul or essence as usual. This ability costs 6 favour, and must all come from one person.

Death
1 – For the duration, whenever you cast Despair or Cause Wound you may increase the effect by 1. For example Despair 3 becomes Despair 4 etc. If you do not have Despair 1 and Cause Wound 1 (1 essence) you gain these spells for the duration.
2 – For the duration you may snapcast any death spells at the costs stated in the snapcast rules. If you already possess 'snapcast death' then you may snapcast death spells without the extra costs.
3 – For the duration you may mass-cast any death spells at three times their base essence cost. You must still obey the rules for casting times. You cannot snapcast these spells.
4 – For the duration any creature (player or monster) that dies or is destroyed within 40ft of you, grants you 2 essence.
5 – You may bring yourself back from the dead. If you die you may resurrect yourself. 30 minutes after your death you return to life in the same state you left it, but with 1 hit to every location. This ability costs 6 favour.

Battle
1 – For the duration you may gain an ability from the Battle list. You must still pay all costs associated with the use of that ability.
2 – For the duration you gain the use of a Warrior Stance. You must pay the cost of entering the stance. You may use this ability to stack Cautious and Reckless.
3 – For the duration Battle abilities cost 0 essence. All casting times or power up times still apply.
4 – For the duration you may imbue one weapon with a damage type. The damage type can be an element(s), gravenail, bless or rift (ask a ref if you want to use a non-standard damage type like Pureshard, Bane or Savage).
5 – For the duration you gain 1 stacking DR to damage from weapons, and your DRs can reduce weapon damage to 0.

Neutrality
1 – For the duration gain neutrality (race). As per the rules for neutrality to element.
2 – For the duration you become immune to any supernatural effect which would force you to attack someone.
3 – For the duration a target you can see reduces its damage by 1. Announce to the target they are ''Neutralised'.
4 – For the duration you become immune to all damage from monsters. This immunity lasts while you take no actions to help or hinder any side of a dispute (at refs discretion).
5 – For the duration you create a 10 foot radius aura within which no fighting can take place. No offensive magic can be cast and no offensive magic can penetrate. Arrows and similar will simply bounce off this area. Everyone within the area feels calm and serene and possesses no desire to be aggressive in any way towards anyone.

Destruction
1 – For the duration any weapon blows or spells you cast cause knockback.
2 – You gain the knowledge of the best way to destroy a target.
3 – For the duration all spells or weapon blows deal additional damage. Weapons deal +1 damage, and damaging spells additionally do a Dart of that element.
4 – You may cast any destruction spell by expending essence equal to the spells rank. You must obey casting time restrictions. This ability has an instant duration.
5 – You may 'annihilate' an item or limb by touching it. If the item is not destroyed then do not expend favour. This ability costs 5 favour and has an instant duration.

Protection
1 – For the duration gain 1 stacking DR to all damage while fighting to protect another person. The person must be within 10 ft of you.
2 – For the duration you may cast the Rockskin 1 and Shield of Elements 4 regardless of whether you may cast magic. If you know these spells already you may cast them at 1 rank higher, if you cast Rockskin 5 it becomes Rockskin 6, Shield of the Elements 20 becomes Shield of the Elements 24.
3 – For the duration all armour worn by you and any of your allies grants an additional hit. This can apply to multiple suits of armour worn by the same person.
4 – You may take a killing blow for an ally within 10ft of you. This ability has an instant duration and is used retroactively.
5 – For the duration you select one ally. You and that ally gain all DRs and immunities the other has while within 10ft of each other. These stack so that if your ally has EDR and you have DR, you will both have 3DRs.

Magic
1 – You immediately gain 3 essence per threshold. This ability has an instant duration.
2 – You may deny a spell cast within 40ft of you without spending essence. This ability has an instant duration and is retroactive.
3 - For the duration all spells you cast cost 1 less essence. This cannot be used to reduce a spell to 0 essence.
4 – For the duration you gain the knowledge of any spell you choose. You may cast the spell by spending essence equal to its rank as usual.
5 – You may open a rank 20 ritual circle of any element, you may pay additional Favour to increase the rank by 20 per point used. This ability has an instant duration and does not obey cast time restrictions.

Alternatively you may dispel a ritual of rank 20 or less, you may pay additional Favour to increase the rank by 20 per point used. This ability has an instant duration and does not obey cast time restrictions.

Freedom
1 – When a time freeze is called you may choose to move 7 steps. This ability has an instant duration.
2 – For the duration you may choose to move freely, even if dominated (you must still obey a command to fight, but can walk wherever you like).
3 – You may cross a ward or line without taking any detrimental effects. This ability has an instant duration.
4 – For the duration you become immune to anything that would stop you moving (stopping effects, domination, etc.).
5 – You may snapcast mass teleport without spending essence. When you do call the names of the people you want to teleport with you, they must be within 40ft but there is no need to be touching them. The named people teleport with you to the last safe place you were. This ability costs 1 favour +1 favour for each 3 people you declare.

Good
1 – For the duration you may use divine power to turn the unclean. By calling upon your deity you repel evil doers. You may choose to expend additional favour on this ability, each point increasing the power of the ability potentially destroying your enemies.
2 – For the duration you gain 1 stacking DR verses evil sources.
3 – For the duration any heal or hope spells cast upon you are twice as effective.
4 - For the duration your max and current soul increases by 1 for each Goodly character within 40ft of you.
5 – For the duration you embody an angel, you may not be harmed by physical damage. Any weapons you carry deal Light and Life damage in addition to their other types. All evil creatures within 10 ft of you are affected with a light based fear. This costs 2 favour.

Evil
1 – For the duration you may use divine power to disgust the pure. By calling upon your deity you repel good doers. You may choose to expend additional favour on this ability, each point increasing the power of the ability potentially destroying your enemies.
2 – For the duration you gain 1 stacking DR verses good sources.
3 – For the duration any self or touch spells which you cast on yourself cost half the base essence.
4 – When someone uses an information effect or spell to discover something about you, you may deceive the answer. This ability has an instant duration.
5 – For the duration you embody a demon, you may not be harmed by physical damage. Any weapons you carry deal Shadow and Death damage in addition to their other types. All good creatures within 10 ft of you are feared as per the death spell. This costs 2 favour.

Renewal/Creation
1 – For the duration you may inspect an item and instantly gain the effect of item lore, sense power, reveal magic, and you can inspect the item without harmful effects.
2 – You can weaken an item to remove a curse/blessing from it until sunrise. You may choose to remove an aspect of a magic item. This is at referees discretion. This ability has an instant duration.
3 – For the duration a touched object becomes immune to all destruction effects (including annihilation).
4 – You may instantly repair every object, set of armour and weapon of allies within 40ft of you. This ability has an instant duration.
5 – With an appropriate ritual you may repair or restore any object, even if annihilated. This ability costs 5 favour and has an instant duration.


Asternia – Good, Protection
Balberith – Evil, Death
Dakron – Evil, Death
Danahil – Good, Freedom
Despair – Evil, Death
Erathil – Evil, Magic
Eremine – Neutral, Magic
Firin – Good, Life
Gerethenax – Renewal, Protection
The Golem – Protection, Battle
Hope – Good, Life
Kan Slaar – Life, Death
Larwayella – Evil, Battle
Lavelas – Renewal, Neutrality
Lazar – Evil, Death
Lemrethal – Freedom, Destruction
Lenamo – Life, Death
Lenanuki – Neutrality, Good
Luthir – Neutrality, Magic
Mamozumo – Death, Life
Mektar – Protection, Battle
Neffekeffen – Argue with a ref until you get something
Onlurin - Magic, Freedom
Pomodionbachkasiet – Neutrality, Good
Quayos – Evil, Destruction
Raime – Neutrality, Freedom
Risk – Neutrality, Evil
Silver – Magic, Evil
Varya – Battle, Protection
Yashmanar – Magic, Neutral





Comments, questions and suggestions welcome. These rules will take effect for the May Event.

If I have ruined your character then PM me so that I can copy it into a new thread titled ''Don't build characters based around one faith benefit''. ;)

Luke
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Re: Rules Update: Faith and Churches

Postby Hatsuo1980 » Tue Mar 03, 2015 6:39 pm

*reserved for bitching*
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Sonny
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Re: Rules Update: Faith and Churches

Postby Sonny » Tue Mar 03, 2015 6:49 pm

take the chains off andy, dont need to hate the gods anymore
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Littleben
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Re: Rules Update: Faith and Churches

Postby Littleben » Tue Mar 03, 2015 6:53 pm

I like it.

1) Some attributes are not in the Domain cost or are not called the same as labelled below. Example: Yashmena - Meta = Magic?, Lavelas restoration = renewal?
2) Suggestion of putting gods in alphabetical order? :)
3) Question: So having multi faith doesnt have any impact on amount of domain you have? For example, 4 ranks in God A, 2 ranks in God B - you only recieve 4 points of domain? Not 4 / 2 for repsective gods or anything?
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Luke
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Re: Rules Update: Faith and Churches

Postby Luke » Tue Mar 03, 2015 6:58 pm

1) Corrected, thank you
2) Will do when I can be bothered
3) Okay so you are faith 4 in Lenamo and faith 2 in Gerethenax. You gain 4 favour at the start of the day (split it how you like between God's). You can spend that favour on the first 4 domain abilities in Death and Life, or the first 2 in Neutral and Protection.

I hope that's clear.

If a ref awards you favour, they will state which God it is from (if it isn't obvious). Also in the event that you are Faith 0 and gain favour, you can only use it on the first Domain ability.
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Littleben
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Re: Rules Update: Faith and Churches

Postby Littleben » Tue Mar 03, 2015 7:10 pm

Yes, thanks :)

Oh and maybe obvious but does this mean that all other benefits are no longer in use?
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Stevie
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Re: Rules Update: Faith and Churches

Postby Stevie » Tue Mar 03, 2015 10:18 pm

Is the 'Anything' actually anything or do you mean any two that when chosen is permanent? Or can a Faith 5 Nedferkeffen cast any faith spell?

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Re: Rules Update: Faith and Churches

Postby Hatsuo1980 » Tue Mar 03, 2015 10:50 pm

Stevie wrote:Is the 'Anything' actually anything or do you mean any two that when chosen is permanent? Or can a Faith 5 Nedferkeffen cast any faith spell?


Can choose 2 at the start of each day, must inform a ref?
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Luke
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Re: Rules Update: Faith and Churches

Postby Luke » Tue Mar 03, 2015 11:35 pm

I didn't actually write that Nefferkeffin bit, so I think it's up to Ben. I would say that you tell a ref when you want to use favour and they pick an effect.

Yes all the old faith benefits are non functioning.
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Thom
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Re: Rules Update: Faith and Churches

Postby Thom » Wed Mar 04, 2015 12:35 am

Luke wrote:
Yes all the old faith benefits are non functioning.


Something to consider would be adding certain element to the character's influence list depending on the god they follow (unless I missed that). Without old faith benefits, a celebrant of Gerethanax can't cast Earth Magic

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Re: Rules Update: Faith and Churches

Postby Jake » Wed Mar 04, 2015 1:52 am

Thom wrote:
Luke wrote:
Yes all the old faith benefits are non functioning.


Something to consider would be adding certain element to the character's influence list depending on the god they follow (unless I missed that). Without old faith benefits, a celebrant of Gerethanax can't cast Earth Magic



THIS.

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Ben
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Re: Rules Update: Faith and Churches

Postby Ben » Wed Mar 04, 2015 9:38 am

We discussed this and came up with two options:

1) Unique it. We'll always pass it. Though the negative to this is that you won't be able to do so until 30 skill (and it takes up a unique slot).

2) New vow. Something like "Give up access to either Light and Shadow or to Life and Death in order to gain access to one classic element".
"And unconscious people always count as willing"

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Luke
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Re: Rules Update: Faith and Churches

Postby Luke » Wed Mar 04, 2015 9:45 am

Ben wrote:We discussed this and came up with two options:

1) Unique it. We'll always pass it. Though the negative to this is that you won't be able to do so until 30 skill (and it takes up a unique slot).

2) New vow. Something like "Give up access to either Light and Shadow or to Life and Death in order to gain access to one classic element".


There are also plenty of other classes in People's of Velmaneth. I think we have all got into a rut in thinking that Celebrant's must be able to cast everything. You can just play a mage, ranger or if you're feeling extra special... a druid.


Though if you already have a character that is a Celebrant and relies on having an element added to an influence list I'm sure no-one minds you keeping it (though you still obey all the other rules above). But new characters, currently, will be unable to do this.
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Re: Rules Update: Faith and Churches

Postby Dellam » Fri Mar 06, 2015 9:01 am

I assume that the changover to this system doesn't affect celebrant spells or are they on active now too?
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Re: Rules Update: Faith and Churches

Postby Stevie » Fri Mar 06, 2015 11:39 am

For characters with Faith in "Custom" Gods, or at least Gods outside the common pantheon. Should we look to choose two domains that fit with the ethos and have those permanently marked against the character?


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