Alterated
Alternity
Alternative
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Faith

This perk provides a character with belief in either himself or a power or agency greater than himself. The player must select what the character has faith in and the basic tenets of that faith. Examples include a nation, a religion, or a specific organization. This faith must be strong and all-encompassing. The character must truly be fervent in his belief in this faith, not just be a casual observer of form and ritual. A character with this perk who doesn’t show extreme devotion loses the benefits it provides.

The first time the Faith perk is called upon during an adventure, the character’s base situation die for the perk check is -d4. Each additional use of this perk in the same adventure receives a cumulative +1 penalty. The moment a character fails a perk check, he can’t call upon the benefits of this perk until the next adventure or the next game session, as determined by the Gamemaster.

With the Faith perk, a character can appear to perform miracles when the perk is used in conjunction with a skill that doesn’t go against the tenets of the character’s faith. For example, a member of the clergy can call on Faith to help him solve a problem, apply medical aid to a character, or settle a dispute, but the benefits can’t be applied to firing a weapon at a living foe.

The benefits of Faith depend on a perk check: On a Critical Failure, the character fails not only the perk check but the skill check that follows it, and this perk can’t be used again until the next adventure or game session (as the Gamemaster determines). On a Failure, the perk provides no benefit and it can’t be used again until the next adventure or game session (as the Gamemaster determines). On an Ordinary, the result of the character’s subsequent skill check is improved by one degree of success. On a Good, the next skill check result is improved by two degrees of success. On an Amazing, the next skill check result is improved by three degrees of success. (Of course, a result can never be improved to any degree greater than Amazing.)

Example: The weren shaman Gorrarl must apply first aid to a badly wounded companion. He calls on his Faith perk first, achieving a Good on the perk check. This grants him an improvement of two degrees of success on his first aid check result. The dice indicate that his first aid check is a Critical Failure, but because of his perk it instead becomes an Ordinary.

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