In basic terms, a Faith class can follow one of four Faith paths; Holy, Demonic, Psionic, or Primal. Each path grants the Faith class with unique Faith powers that allow for a number of varying and unique play styles. Once a path is chosen, deviation from that path (i.e. learning powers outside of your chosen path) results in becoming an outlaw (see Titles).
If playing in a specific continent, then Faith Paths may become more specific, see Systems of Faith (Gant) or Systems of Faith (Norlanin).

Faith Paths


Click any of the links for detailed lists of Faith powers and additional information

Holy Powers

The Holy Faith Path represents faith in the Divine, the Spirit of Creation, and deals in the same power bestowed upon the angelic beings of the First Creation. Those who put their faith in the Divine are granted tremendous powers emphasizing Healing, Blessing, and Protecting friends and allies, as well as Invoking Divine forces against your foes and Exorcising demonic powers. While these powers are granted to anyone with Faith to believe, they are just as easily taken away if used for the wrong reasons. Holy powers are typically the most structured Faith Path, with churches and other such organizations governing over them. Holy powers are diametrically opposed to Demonic powers and therefore the two powers cannot coexist, even in the form of craftings or enchants. Also, because demons and demonic forces are a corrupted abomination of creation, Holy powers are particularly potent against them, receiving the following bonuses:
  • All offensive Holy powers receive +5% critical hit chance against any being of the Abomination of Creation (i.e. Demons) or False Creation (i.e. Undead) or those wielding Demonic powers or otherwise benefiting from them (including Craftings and Enchants)
  • All beneficial or defensive Holy powers that are successfully cast on a target have a passive 5% per tier chance to cure, dispel, or otherwise remove one persistent Demonic based effect (NOT including Craftings and Enchants)

Demonic Powers

The Demonic Faith Path represents faith in Demonic forces and beings, sometimes represented as false gods, and have their root in Corruption and can inflict Curses and Diseases against those that oppose them. Some practitioners of Demonic Powers can even wield the forbidden art Necromancy and Summon demonic creatures to do their bidding. While Demonic faith similarly deals in power bestowed upon the faithful, it is of a much more sinister and subversive nature. Most Demons who would lend their power to mortals care little for what motivates the individual, but rather concern themselves with what they gain from the exchange, ever seeking to corrupt and steal the Soul of Creation. Demonic power can be harnessed through rituals of appeasement and supplication, or even outright bargained for. However the price of such a bargain can often be much higher than what it appears. Those who choose to follow the Demonic path dabble in extremely powerful but volatile forces, often damning their own souls to the Realm of Abomination. As a corrupt offshoot of the Holy and Divine power of the First Creation, Demonic powers are inherently weak to Holy powers. However, their corrupting influence holds a great deal of influence over the Second Creation, for it is the Substance of Creation that the demons coveted and eventually gained mastery over. Therefore Demonic Powers receive the following bonus:
  • All offensive Demonic powers receive +5% critical hit chance against any being of the Second Creation (i.e. Creatures, Denizens, and Dragonkind) or those wielding Primal powers or otherwise benefiting from them (including Craftings and Enchants)
  • Any Demonic power successfully cast against a Creature has a passive 2% per tier chance to cause the target to be possessed by a demon of a level less than or equal to the target
  • Any Demonic power successfully cast on a target has a passive 5% per tier chance to remove a Primal Aspect or cause a Shapeshifted target to instantaneously revert back to its true form (this occurs out of turn and does not effect the targets own next turn in anyway, but also does not trigger the de-buff clearing effect if they are Specialized in Shapeshifting)

Primal Powers

The Primal Faith Path represents faith in the natural world or the Substance of Creation. This is not necessarily just nature or wild things, but can also be the veneration of the tremendous forces at work in the physical world, or simply an embracing of the natural order of all life and creation throughout the universe. This often leads to the deification of extremely powerful beings or creatures of the natural world, which are sometimes referred to as demi-gods. While demi-gods may grant some measure of their power to mortals, at its core, Primal faith is more centered around harnessing the Substance of Creation to imbue oneself, or ones allies, with aspects of the natural world, and even going so far as to cause the physical form to change shape. Primal powers also can be used to ply the forces of nature, and call various beasts to fight by your side. Of all the Primal powers available, the most misunderstand is the mysterious art of Hemomancy, which uses the bodies’ lifeblood as a source of power to both aid the user and destroy his foes. While prone to corruption by Demonic powers, Primal powers are conversely quite capable of overwhelming the Soul of Creation found in the mortal races of the Third Creation. While the Soul sets them apart from the rest of Creation, they still possess a primal and instinctual nature that harkens back to the Substance of Creation, as much a part of them as the Spirit or Soul. Primal powers are sometimes said to "bring the beast out of the man" and have an uncanny ability to overwhelm the soulish powers of the mind, therefore receiving the following bonuses:
  • All offensive Primal Powers receive +5% critical hit chance against any being of the Third Creation (i.e. Humanoids, Greenskins, Hybrids) or those wielding Psionic powers or otherwise benefiting from them (including Craftings and Enchants)
  • Any Primal power successfully cast on a target has a passive 5% per tier chance to cure, dispel, or otherwise remove one persistent Psionic based effect (NOT including Craftings and Enchants)

Psionic Powers

The Psionic Faith Path represents faith in the power of the mind or psyche, rather than a deity or god-like being. While the mind is a truly powerful thing, those who practice Psionic faith go beyond academics or sagely wisdom, using their minds to tap into the Soul of Creation, which exists in all of the mortal races of the Third Creation. While some Psionics go so far as to venerate the Soul itself, or revere an enlightened individual as an embody of their beliefs, followers of the Psionic path tend to view their beliefs as a personal or collective philosophy rather than a religious system. Regardless of their approach, wielders of Psionic powers train and strengthen their mind beyond the limits of an ordinary person, allowing them to use powers such as telepathy, telekinesis, and psicognition. They can also read and project omens on the battlefield, and can even channel the mysterious powers of the Soul to heal or aid their allies. Psionic faith is firmly rooted in the humanity of the Third Creation, and while Psionics seek to shed the more primal tendencies of their humanity it is a constant struggle and their greatest weakness. However, in its uniqueness, the Soul is arguably with most powerful of all the parts of Creation, meaning that a well trained Psionic can in some ways transcend even the power of the Divine, or at least render it to no effect. Demons are perhaps even more aware of this than Psionics themselves, for they recognized the power of the Soul long ago, and have waged an eternal war to possess it. As a result, Psionic activity has a tendency to draw the attention of the Realm of Abomination, where Demons seek to trap the Souls of mortals for all eternity. While the Psionic faith path has no basis in demonic power, it can still carry that stigma. Those who foolishly pursue Psionic powers without proper training often find themselves running amok with darker forces. AS such the wisest Psionics work tirelessly to prevent demon influence from invading their beliefs. Due to the immense power of the Soul of Creation and its ability to nullify some Holy Powers, Psionic powers receive the following bonuses:
  • All offensive Psionic powers receive +5% critical hit chance against beings of the First Creation (i.e. Angels) or those wielding Holy powers or otherwise benefiting from them (including Craftings and Enchants)
  • Any Psionic power successfully cast on a target has a passive 5% per tier chance to dispel, or otherwise remove one persistent Holy based effect (NOT including Craftings and Enchants)

Regardless of which Faith path a Faith class may choose to follow, all the Faith class mechanics function more or less the same way.

Faith Points


The Faith mechanic, at its core, uses Faith points. These points are always fluctuating and are retained between combat. Gaining and losing Faith points is a function of using Faith powers. With no Faith points, it is impossible for Faith classes to use their powers. While even a small number of Faith points can used effectively both in and out of combat, by the measure of your character's Faith they can successfully use increasingly potent powers. When a Faith class converts to (or chooses to follow) a particular Faith path, they gain five key abilities which can be used regardless of the number of Faith points they currently possess. This group of five key abilities are named as follows, depending on the particular Faith path: Prayers (for Holy), Rituals (for Demonic), Mantras (for Psionic), or Systems (for Primal). The functions of these abilities allow the Faith user to regain lost Faith points and provide a variety of additional utility. Usually, but not always (GM discretion), as a function of reading and/or receiving the ‘Sacred Text’ of their religion, Faith classes automatically receive these abilities. Once they have generated at least one Faith point they can start using actual Faith powers. Note that Faith points can never exceed 20 by any means.

Using Faith Powers


When in combat there is no limit to the number of times a Faith power can be used. This represents the heightened adrenaline and/or excitement of battle, causing Faith classes to act more instinctively and draw more heavily upon their beliefs in a crisis. Under normal circumstances, when outside of combat/crisis situations, each faith power can only be used once per day, as it is much easier for Faith classes to second guess their beliefs and the faith they have placed in them, thus somewhat limiting themselves.

Every Faith power has a difficulty level, ranging from 1 to 20, which describes the relative amount of Faith required in order to use that power. You must have Faith equal to or greater than the Difficulty of the power in order to attempt to use it. Note that, unlike Vigor, Fury, or Spirit classes, using a Faith power does not ‘consume’ any Faith, however it does require an additional D20 roll is made prior to rolling the D100 hit roll. This is referred to as the "Difficulty Roll".

  • If the score on a D20 (with any 'Difficulty Roll' modifiers added) is greater than the Difficulty of the power it is cast successfully, but if it is less than or equal, it fails
  • Rolling a natural 1 is automatically a failure, regardless of any "+ to Difficulty Roll" modifiers
  • Rolling a natural 20 causes the next Faith power used to not require a Difficulty test

Based on the outcome of the Difficulty roll, and modified by ‘Wisdom’, the character's Faith points are adjusted according to the following table:

Wisdom Range
20 - 19
18 - 16
15 - 11
10 - 6
5 - 0
Pass
add, lesser of Difficulty or...
4
3
2
1
0
Fail
subtract
diff
diff +1
diff+2
diff +3
diff +4
A Faith power that causes direct healing effects can be used against any undead enemy as a damaging attack. If a power would cause direct healing to a target it causes that much damage to an undead target instead. Targeting is done in the same manner, and if a healing power is used offensively a standard d100 hit roll is required.

Healing a friendly does not require a d100 hit roll, as the friendly will typically accept the heal by default. However, if they do not accept, the d100 is required and is possible to critically miss. Healing always has a chance to critically hit and double the effects. Heals cannot Critically Miss.

Learning New Powers and Tier Restrictions


Faith powers are usually acquired by learning them from reading Sacred Texts. Faith powers are organized and restricted firstly by Faith path, secondly by power type and thirdly by tier. As you gain levels/titles you gain access to higher and higher Tiers. To start a Faith, the user receives two free powers and gain one per level. This means that a starting level 1 character starts with three Faith powers.

To learn new Faith powers, a character must be in possession of his sacred text. They must also have enough Faith to cast the power and must pass a Difficulty roll to be able to learn it. Unless the Faith user is taught by an appropriate Faith teacher, the Faith class only has one chance to roll against the Difficulty to learn a new power each day. If a Faith teacher is present, then two chances to beat the Difficulty roll are allowed. Once successfully passing the Difficulty test for the power they wish to learn, the Faith class can now use the power at will, provided that they have enough Faith to do so. Failing a Difficulty test when attempting to learn a new power does not have any overt negative effects.

Methods of Casting


All Faith classes cast their powers using a combination of some form of verbal command, prayer or chant paired with a casting gesture of some kind. This means in order for a faith power to be successfully cast both components must be performed. Therefore in order to prevent a Faith class from casting you must interfere with one or both of these functions. As such Faith classes will be prevented from using their Primary Skills (aka Faith Powers) if they are Silenced, Winded, Stunned, Immobilized, Incapacitated or Unconscious. in combat this means they are susceptible to skills or abilities that inflict these types of Crowd Control (CC) effects.

Outside of combat, in a roleplaying sense, these types of effects can be induced upon a Faith class to prevent them from casting. Examples would be tying a gag around their mouth, binding their hands and feet, dosing them with potions, or even just getting them extremely drunk. However, care should be taken when using methods such as this to prevent or restrict a Faith class from casting. A well experienced Monk can chant under their breath and a bound Zealot could who can still reach their Holy relic can still be a threat. As always GM discretion plays a role in deciding how well a method performs in preventing a Faith class from casting, and a good GM allows players to fail and learn from their mistakes rather than spoon feed them the foolproof method to delivering that Heretic, Witch or Apostate up for judgement by a religious order.

Casting Flavor

All Faith classes are generically required to use both a verbal/vocalized component and a physical component in order to use their Primary Skills (aka use Faith Powers). However, from a roleplaying perspective there are significant differences in the methods that different Faith classes use to fulfill these requirements, based on their particular beliefs, philosophies and Faith paths. The methods listed below are typical of each class, but exceptions may exist within them.
Class
Verbal/Vocalized Component
Physical Component
Priest
Chanting/calling out words of power, invoking the names of powers they serve, and/or reciting scriptures
Symbolic gestures made with one or both arms/hands, often involving symbols,relics, idols, or other devices of their faith
Monk
Chanting, often under their breath if wishing to avoid notice
Symbolic gestures made with one or both arms/hands, often involving symbols,relics, idols, or other devices of their faith
Shaolin
Chanting punctuated with short yells, shouts, or sharp exhaling of breath
Symbolic gestures incorporated into martial poses
Druid
Chanting or singing to invoke the powers they serve
Casting gestures that rhythmically match their chanting or singing and evoke a sense of the power they serve
Cleric
Calling out words of power, invoking the names of powers they serve, or reciting scriptures
Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor
Zealot
Calling out words of power, invoking the names of powers they serve, or reciting scriptures
Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor
Paladin
Calling out words of power, invoking the names of powers they serve, or reciting scriptures
Simple but forceful casting gestures, often made with a symbol, relic, idol, or other device of their faith that can be incorporated into weapons or armor