Cost: 15 points
True Faith is a supernatural mental advantage where your religious faith is so strong it protects you from supernatural beings that are considered “evil” by your religion.[1] While creatures with Dread will already avoid some symbols of faith or such, True Faith allows one to repel a variety of supernatural entities with force of will (and usually, a symbol of said faith, such as a book, icon, or artifact).
Using True Faith[]
As long as the character asserts their faith (usually, quite loudly), malign supernatural entities cannot enter within one yard of them. If somehow forced within this radius (for instance, a priest approaching the target, such as shooing hellhounds away from the cat food), the entity/entities must leave in the most direct route possible. If it cannot leave without coming closer, it must make a Will roll--success means it can run past the True Faith user to get away; failure means it cowers in place.
Keeping the Faith (Literally)[]
A character with True Faith must actually behave in a manner consistent with their faith. As such, characters with this advantage often have some self-imposed limitations that match--this advantage effectively has the Pact limitation built-in.[1] Note that True Faith can be given the Pact limitation further, if the gods have even higher standards than usual.[2]
Trueness, Not Goodness[]
True Faith is more a measure of a religious character's conviction than their actual moral compass. A violent bigot or religious terrorist may be just as sincere in their beliefs than a saintly ascetic or zombie-smiting hero.[1]
Dungeon Fantasy and The DFRPG[]
In the realms of Dungeon Fantasy, it's fairly easy for the GM to determine if True Faith (with Turning, of course) may work on a foe--anything classed as undead and truly evil can be repelled.[3] Oddly enough, this means Turning works on undead, but not on demons.
Enhancements[]
- Turning (+65%): "You can aggressively “turn” the entities your True Faith repels." -- This is common for holy warriors and clerics
Alternatives[]
- Terror: repel any enemy
- Innate Attacks with suitable Accessibility limitations
- Exorcism: cast out evil spirits possessing a person or place
Example[]
- In Uncanny X-Men Vol 1 #159 Kitty Pryde tries to ward off Dracula with a cross, but because she is Jewish, the cross has no real effect on him--but her Star of David does burns him.
Variants[]
- True Faith (Chosen): power is due to a deity acting through you. "Non-supernatural servitors of rival deities can sense your special status and react to you at -3"
Related Quirks[]
Related Features[]
- Affected by True Faith
- Can be Turned Using True Faith[5]
- Can be turned by those with True Faith[6]
- Can be bound, exorcised, or repelled by True Faith[7]
Comment[]
It is isn't clear why "Can be turned by those with True Faith" and "Can be bound, exorcised, or repelled by True Faith" are features while "Can Be Turned by True Faith" is a quirk.
References[]
- Powers, p.84
- ↑ 1.0 1.1 1.2 Basic Set, p.94
- ↑ Powers, p.16
- ↑ DFRPG: Adventurers, p.21
- ↑ Power-Ups 6: Quirks, p.33
- ↑ Classic: Spirits, p.45; Magic, p.160; Fantasy, p.113; Horror, p.66, 78, 80, and 96
- ↑ GURPS Fantasy p. 111
- ↑ GURPS Fantasy p. 213