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Faith and Miracles

Below is a list of the different type of faiths available to characters in FurryFaire, what they mean, and how they affect the ability to have blessings and miracles performed on them.


A character who is agnostic makes offerings to the gods of various pantheons, rather than just one, in the hopes that any favour of the gods will benefit them. This faith believes that the gods exist, should be appeased, but does not favour one religion over another. These people only pay offering or worship when it pertains to their lives directly, but are not particularly faithful otherwise.

  • Effect of Miracles on Agnostic Characters

Animistic: +0 Difficulty
Arin: +4 Difficulty (beneficial), +0 Difficulty (harmful)
Joshuite: +6 Difficulty (beneficial), -4 Difficulty (harmful)
Rymnian: +2 Difficulty
Shinto: +2 Difficulty
Taw'Hid: +4 Difficulty (beneficial), -2 Difficulty (harmful)


A character following the animistic tradition reveres the spirits of nature, and usually one or two 'greater spirits', such as the Immortal Lion, the Snowed One, or Jaga Baba. This faith accepts the world as a living place, with superstitions and traditions to keep the spirits appeased. Ritual, ceremony, and festival are very important for this culture, as lapse in any one aspect may result in the wrath of the spirits. Animistic traditions are found in the Northern Wilds, the Sinking Lands, the Greenheart, and the Ajani Plains.

  • Effect of Miracles on Animistic Characters

Arin: +2 Difficulty (beneficial), +0 Difficulty (harmful)
Joshuite: +4 Difficulty (beneficial), -4 Difficulty (harmful)
Rymnian: +0 Difficulty
Shinto: +0 Difficulty
Taw'Hid: +4 Difficulty (beneficial), -2 Difficulty (harmful)


A character who follows the Arin faith worships the gods under Arion. In most places, Arion is seen as the 'head god', though this is not the case for Rath (where Maya is the ruling goddess), or Chey Sart (where Sanguine is the only divinity acknowledged). Offerings are made to the gods that the worshipper wishes to appease, and most minor oaths are sworn to one god or another as circumstances apply. Worship of the gods is not intense, but is at least a reasonable part of the faithful's lives, including festivals, celebrations, and holy days. The Arin Faith holds strength in: Aregon, Drachen, Rath Sliabh Dorca, the Shire Lands, Akhenatem, and Chey Sart.

  • Effect of Miracles on Arin Characters

Animistic: +2 Difficulty
Joshuite: +4 Difficulty (beneficial), -2 Difficulty (harmful)
Rymnian: +0 Difficulty (beneficial), +2 Difficulty (harmful)
Shinto: +4 Difficulty (beneficial), +2 Difficulty (harmful)
Taw'Hid: +4 Difficulty (beneficial), -2 Difficulty (harmful)


A character who follows the Joshuite faith worships Adonai and pays respect to the Archangels that serve Him. In most places, Adonai is the single figure of importance, while some places also include Shekhina, the wife of Adonai, as part of the pantheon. Prayers are held each seventh-day, and the faithful often believe that they are protected by the angels of Adonai over the course of their day to day lives. Reverence of Adonai is intense, and includes holy days as well as the Seventhday masses. Celebrations and festivals are not commonplace, but community events are, such as weddings, funerals, barn-buildings, and harvest events. The Joshuite Faith holds strength in: Aregon, Cordona, R'Tal, and Tarantis.

  • Effect of Miracles on Joshuite Characters

Animistic: +6 Difficulty
Arin: +4 Difficulty (beneficial), +2 Difficulty (harmful)
Rymnian: +4 Difficulty
Shinto: +6 Difficulty (beneficial), -2 Difficulty (harmful)
Taw'Hid: +0 Difficulty


A character who worships the goddesses of Rym and pays respect to both the Rymnian divinities and the spirits of nature. Celebrations and festivals occur all year, and ritual worship is dependant on which goddess is activaly worshipped. While the Rymnian pantheon has more than one goddess, most individuals worship only one or two goddesses specifically. Respect may be paid to the other goddesses of the faith, but only in passing. The Rymnian faith is found in the Shire Lands, the Ajani Plains, and the Roan Isles.

  • Effect of Miracles on Rymnian Characters

Animistic: +0 Difficulty
Arin: -2 Difficulty (beneficial), +2 Difficulty (harmful)
Joshuite: +4 Difficulty (beneficial), -2 Difficulty (harmful)
Shinto: +2 Difficulty
Taw'Hid: +4 Difficulty (beneficial), -2 Difficulty (harmful)


A character who worships the kami and the gods of Naipon, paying respect to their ancestors, the spirits of nature, the Fortunes, and the gods. Festivals and tradition are both very important, as the faithful accept they are constantly watched over by their ancestors, and acts which would anger the spirits or the ancestors can result in hauntings, curses, or worse. In Carcassonne, the Immortal Empress is seen as the highest authority of the faith, while in Naipon and Chang'Na, it is accepted that Amaterasu Omikami is the highest authority within the faith.

  • Effects of Miracles on Shinto characters

Animistic: +2 Difficulty
Arin: +4 Difficulty (beneficial), +2 Difficulty (harmful)
Joshuite: +6 Difficulty (beneficial), -2 Difficulty (harmful)
Rymnian: +4 Difficulty
Taw'Hid: +4 Difficulty (beneficial), -2 Difficulty (harmful)


The Taw'Hid worship Adonai and revere the Archangels of the Joshuite Faith, but also pay respect to the djinn and elemental lords as lesser 'fallen' powers. They hold that one must act upon the world, for to do nothing is evil. There are holy days within the lands of the Taw'Hid, and it is expected that every citizen of the land worships and pays respect. Those who are of other faiths are moderately tolerated, though they are taxed for their worship and are prohibited from public shows of faith.

  • Effect of Miracles on Taw'Hid Characters

Animistic: +4 Difficulty
Arin: +4 Difficulty (beneficial), +0 Difficulty (harmful)
Joshuite: +2 Difficulty (beneficial), +2 Difficulty (harmful)
Rymnian: +4 Difficulty (beneficial), +2 Difficulty (harmful)
Shinto: +4 Difficulty (beneficial), +2 Difficulty (harmful)

Performing a Miracle (Results Roll)

Difficulty Modifier: + Target's Faith + Area of Effect + Targets + Duration

Essence Cost: 0 if Target is Willing + Resolve if Target is Unwilling (Highest Resolve + 1 per Target if Group) + Area of Effect + Targets + Duration

Health Cost: (Difficulty - Might)

Result: Influence Points spent to construct the Miracle, using the Miracle Chart. Multiple Effects may be performed depending on how well the miracle worker rolls. Unspent points are lost. All miracles must manifest in a manner appropriate to the divinity petitioned.

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.


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.


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.


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’).


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.


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.


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.


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.


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)

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.

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