True+Faith

Powers that have to do with God, faith, skepticism, and thresholds.

Skepticism Beyond Reason [-1] Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it. Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural. Effects: There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack. True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2. I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them. This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.

Void Of Faith (-4) Believing against Belief is a funny and frightening thing. Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers. “I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds. “I Reject Your Faith!”: You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.

Dedicated To The Cause [-1]. Description: You effectively count as being in ‘true love’, or whatever the actual catch effect is, when facing a White court vampire, as your dedication to your 'mission' and what is stands for prevents you from being swayed by their powers. Effects: Immunity form White Court powers. They probably don't like you very much either!

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Home Is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Faith Healing [-2] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Bless This House. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Whenever you are inside a threshold, add 2 to the strength of that threshold. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Armour Of Faith. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">DIVINE PROTECTION **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-1]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> God, or some similar force, protects you and yours.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> None.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Holy Touch. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">HOLY TOUCH **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-1]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You radiate holiness.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have the Righteousness Power in order to take this one.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, attack skills.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Miracle Man [-1] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: You are able to perform old school miracles, but at great cost. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effect: <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">A Pox On Both Your Houses [–1] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: Your faith in evil is such that even the protection of a threshold withers under your glower. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: Conviction. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">A Pox on Both Your Houses. By your very presence in or outside of a place, you may attempt to decrease the strength of its threshold — assuming your abilities aren’t already dampened too low by a threshold for this power to work. If your Conviction (After any Threshold Dampening) is higher than the Natural Threshold Rating of a particular place (i.e. before any characters’ Bless This House are added in), You may make a Conviction roll, lowering the place’s Natural Threshold Rating by the number of shifts you roll above the Threshold Rating (To a minimum of 1). Multiple individuals who have this power can stack the effects, making a coven of those Faithful to Demons or the Unholy a force to be reckoned with. And woe to anyone who is so foolish as to invite one of them in.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills affected: none, really
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">The Lord Is My Shepherd [-1] **
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">I shall not waver: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may spend a fate point to grant you armor:2 for a scene. This armor stacks with other sources of armor but only affects additional damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">He restores my soul: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Protective Threshold. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> All spells affect you as though their Power was reduced by your Conviction skill. In addition, anything that requires a magical being, magical item, or spell to touch you faces a Block with a strength equal to your Conviction skill. As a general rule, this includes any attack made by a magical being without a mundane weapon. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Interpose Threshold. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> By putting your threshold in the way of a spell, you can shut that spell down. You may use your Fists skill to defend against spells. When you are targeted by a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll (or the block this Power provides) in place of their own defence roll. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Destructive Threshold. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You destroy ongoing spells by hitting them with your threshold. Doing so requires you to roll your Might or Fists skill against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Threshold Attack. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Being touched by you is pretty dangerous for beings that can't tolerate thresholds. Increase the weapon rating of any unarmed attack you make against a creature that's affected by thresholds; by 1 if the creature can cross thresholds by giving up some power, by 3 if the creature has a physical body but cannot cross thresholds at all, and by 5 if the creature is intangible and cannot cross thresholds. When you grapple such a character, add 1 to the stress you inflict each round. This lets you inflict 1 stress when you would normally inflict 0. Your touch may satisfy certain Catches, and you may exert physical force on intangible characters that treat thresholds as solid objects. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Enclosing Threshold. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you grapple a character, there is a threshold with a rating equal to the result of your grapple roll between you and your victim and the rest of the world. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Useful Threshold. //<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may make maneuvers and Blocks that make use of the fact that you are surrounded by a threshold.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">LIVING THRESHOLD **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-4]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> For whatever reason, your body is surrounded by a threshold like the one around a home.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This Power probably isn't compatible with many other Powers. Also, it's not optional; you can't invite people past it.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Conviction, Fists, Might.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__**...Sometimes, You Get What You Need**__ [-1] <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**Description**: You are able to make scene declarations using your Conviction.
 * Musts**: Vow of Poverty or a High Concept related to poverty. Cannot have any ranks in Resources.
 * Skills Affected**: Conviction and Wealth
 * Effects**: Once per scene the character may make a scene-specific declaration using just their Conviction instead of another appropriate skill.

__**The Vox**__ [-2]
 * Description**: your voice is powered by Metatron, the archangel known as The Voice of God.
 * Musts**: True Faith high concept
 * Skills Affected:** Contacts, Empathy, Intimidation, and Rapport
 * Effects**: When making social rolls, your voice can satisfy all catches. The defending character must still make an opposed roll to actively resist the influence, but the Vox negates any outside influence.