Miracles

From FFa2Wiki

Jump to: navigation, search

Contents

Types of Prayers

There are three methods of prayer available to the faithful, each which has their own significance. A character uses these methods to connect themselves with the divinities, and may gain the aid of the gods through proper use of their prayers.

Adoration

This highest form of prayer consists of contemplation of the patron god themself. It is the kind of intense meditation, and is the purest form of prayer. The character asks no favours; they simply adore their patron. It is common among the faiths that an adoration is performed at least once per day. Each faith has their own prayers of adoration, and allows the character to feel the presence of the divine.

Once per day, a character performing an adoration may make a simple Spiritual + Meditation roll. For every success of the roll, the character regains 1 Essence for every minute spent in prayer. Adorations are done without ulterior motives, they are done because the character sincerely wishes to contemplate their god.

Confession

This is the personal acknowledgement that the believer has sinned, or that a member of the faithful has sinned and wishes to seek forgiveness. It is a prayer of self-examination, usually cited in private, or to someone of faith who acts as a liaison between the sinner and their god. A confession usually includes an expression of sorrow for past sins, a petition for the god’s forgiveness, and in some cases, the promise to be resolute in atoning for the wrongs performed.

A character who has performed an act which is considered sinful to their god, may perform a confession. If the character is not one of Faith, they may go to someone who does possess Faith to act as their confessor. The character (or confessor) performs the prayer, and makes a Social + Meditation roll, with a Difficulty determined by the seriousness of the deeds. Success indicates that the confession is accepted – though what results come of this are in the hands of the staff.

Petition

The most common form of prayer is the petition or supplication. The character asks their god for something they desire, either for themselves or for others. Petitions are the lowest form of prayer, and are usually modified by humility (‘in all things, thy will be done’).

Miracles

If a character is a member of a Religious Order, they are capable of drawing upon the might of their divine patron, shaping the world and events around them in an obvious and primal fashion. When a miracle is performed, witnesses are fully aware that a divine event has taken place, and that the character performing the miracle is chosen by a divine patron. Miracles can not be mistaken for 'spells' or 'psychic gifts' or any other mundane event -- a divine hand has moved the world.

Performing Miracles

The player declares what kind of miracle they wish performed. The event can be obvious or subtle in nature but most be in theme for the divinity petitioned. Depending on the type of miracle being performed, and the target of the miracle, there is a Difficulty assigned. The Essence Cost of the miracle is equal to that of the Difficulty, and if the Difficulty surpasses the character's Growth, there is an equal Health Cost. If the character wishes to perform a permanent effect, the miracle's Difficulty is increased by the character's Growth, which also determines if the miracle will also require the expenditure of Health. The Health and Essence Cost do not change from the initial Difficulty. The DP cost of a lasting Miracle is equal to the Potency of the Micacle.

Time

A miracle can be done as a Full Round Action, granting the character a bonus on the roll equal to the number of Actions the character sacrifices. The character can sacrifice more than one Round's worth of Actions, to a total number of Rounds equal to the character's Growth. The character can perform a miracle as a normal Action without bonus or penalty. As an Instant Action, the Difficulty of the miracle is increased by +2, while as a Free Action the Difficulty of the miracle is increased by +4. This increase in Difficulty does not alter the Essence or Health cost of the miracle.

Roll

The character rolls Spiritual and either Meditation, Occultism, or Perform, depending on how the character is acting to perform the miracle. Meditation is usually used for silent or serene petitions, Occultism is for speaking the names of powerful servants of the divinities, and perform is used for performing hymns or songs to appeas the divinities.

Potency

A miracle has a potency usually equal to the character's Growth plus the Successes rolled. Potency can then be expended to determine what effects the miracle is capable of. The more Potency the character has on a miracle, the more the miracle can do.

Difficulty

The following is used to determine the Difficulty and Essence Cost. The base Difficulty is 0, and the Essence Cost is equal to the Difficulty.

Area Effect (as per Sorcery)
Range of Effect (as per Sorcery)
Duration of Effect (as per Sorcery, though the Permanency Talent is not needed for permanent miracles)

Target is a member of the Faithful: 0
Target is a member of a rival faith: -3 Difficulty (Hostile), +3 Difficulty (Helpful)
Target is a rival miracle-worker: + Target's Growth to Difficulty (Helpful or Hostile)
Target is anti-religious: -2 Difficulty (Hostile), +4 Difficulty (Helpful)

Bonus and Potency Cost

Die Modifier to Skill: 1 Potency per +1 Die or -1 Die
Additional Success to Skill: 2 Potency per +1 or -1 Additional Success
Minimum Success to Skill: 4 Potency per +1 Minimum Success
Die Modifier to Attribute: 3 Potency per +1 Die or -1 Die
Additional Success to Attribute: 4 Potency per +1 or -1 Additional Success
Minimum Success to Attribute: 6 Potency per +1 Minimum Success
Bulk of an Object: 2 Potency per +1 or -1 Bulk to Object
Hardness to an Object: 3 Potency per +1 or -1 Hardness to Object
Damage: 2 Potency per +1 or -1 Damage
Soak: 2 Potency per +1 or -1 Soak
Health or Essence: 3 Potency per +1 or -1 Health
Defence, Resolve, or Resistance: 2 Potency per +1 or -1 Defence, Resolve, or Resistance
Initiative or Speed: 1 Potency per +1 or -1 to Initiative or Speed
Granted Talent: 1 Potency per Talent
Granted Power: 2 Potency per Power
Granted Gift: (Attribute Requirement) Potency per Gift

So example: A growth 3 character rolls 5 successes on a Miracle. They can perform 4 Damage to the targets of the miracle which can't be soaked. Or they could grant an ally +4 dice to a Skill, and +1 die to an Attribute.


Back to Faith

Personal tools