Post by Stix on Feb 9, 2006 1:40:46 GMT -5
On the Planes, belief is power -- factions don't teach their special abilities, they simply stem from conviction to the group's philosophy. A Harmonium officer who walks around in Hardhead colors but doubts the ultimate authority of the faction finds himself unable to make use of his innate Charm Person ability. Likewise, someone who's never heard of the Believers of the Source but devoutly believes that she's being tested by a greater power might find herself being reincarnated after death.
Adherence to a belief awards up to three Belief Points (limit one such award per month). Belief Points may be spent (at a maximum of one per round) to achieve the best possible success on a given roll: a skill check, an attack roll, a saving throw, damage, et cetera.
Not adhering to a belief awards a Negative Belief Point. When a DM spends one of the character's Negative Belief Points, whatever crucial roll the PC attempts has a miserable failure -- a fumbled attack, minimum damage, a failed save, and so on. Once a character has gained a Negative Belief Point, the player may choose to abandon that belief without penalty.
When a character gains a Belief Point of either variety, it may be instantly spent to cancel out with an opposite point; optionally, Belief Points may accrue in both directions.
Characters are not obligated to have any beliefs; likewise, there is no limit to the number of beliefs they may have. More beliefs means more opportunity for earning points in either direction. Beliefs can be added to a character's list at any time.
As in the earlier example, a faction member need not choose his faction's philosophy as a belief, but if it is not selected, any benefits of membership will not be received. Players who choose not to use the belief mechanic need not worry about this restriction, but their characters still must adhere to any of the faction's strictures to receive their special abilities.
Adherence to a belief awards up to three Belief Points (limit one such award per month). Belief Points may be spent (at a maximum of one per round) to achieve the best possible success on a given roll: a skill check, an attack roll, a saving throw, damage, et cetera.
Not adhering to a belief awards a Negative Belief Point. When a DM spends one of the character's Negative Belief Points, whatever crucial roll the PC attempts has a miserable failure -- a fumbled attack, minimum damage, a failed save, and so on. Once a character has gained a Negative Belief Point, the player may choose to abandon that belief without penalty.
When a character gains a Belief Point of either variety, it may be instantly spent to cancel out with an opposite point; optionally, Belief Points may accrue in both directions.
Characters are not obligated to have any beliefs; likewise, there is no limit to the number of beliefs they may have. More beliefs means more opportunity for earning points in either direction. Beliefs can be added to a character's list at any time.
As in the earlier example, a faction member need not choose his faction's philosophy as a belief, but if it is not selected, any benefits of membership will not be received. Players who choose not to use the belief mechanic need not worry about this restriction, but their characters still must adhere to any of the faction's strictures to receive their special abilities.