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=== Faith === Faith represents the strength of a character's conviction in a higher power, be it the members of the Sovereign Host, the power of the Silver Flame, or any other of the faiths of Khorvaire which grant otherworldly power. Trappings are as follows: * '''Prayer:''' The character can recite a prayer, setting at ease the hearts of any true believers who listen. This functions like the Medical Attention trapping of the Wizardry skill except that it can only remove Composure stress. * '''Judgement:''' As a maneuver, the character may pronounce judgement on an enemy which has violated or offended the principles of his faith, rolling Faith to place an appropriate temporary Aspect such as "Stricken from the Eyes of Dol Arrah" or "Weak Blooded." Defending against this maneuver is done with Faith or Resolve. As always, maneuvers granting temporary Aspects in a conflict allow one free Tag. * '''Blessing:''' As a maneuver, the character may bless a fellow true believer in the pursuit of a specific endeavor. The GM sets the difficulty for this based on how well aligned the endeavor is with the tenets of the faith and how important members of the faith might consider the endeavor. If successful, the blessed character gains an appropriate temporary Aspect such as "Quest for the Sign of Five" or "Sanctified in the Flame" until he has either succeeded or failed at the endeavor. Blessing anyone already carrying such an Aspect always fails; any pursuit worthy of holy benediction by definition demands undivided attention. Anyone who fails the blessing maneuver cannot succeed on further attempts until the named endeavor has been succeeded or failed. * '''Shield of Faith:''' When confronted by an enemy of the faith a believer can armor themselves in righteousness. The character may use Faith as a complementary skill to defend against any attack directed at their Composure or attacks directed at their Health from heretics and abominations. * '''Zeal:''' When confronted by an Enemy of the Faith a believer can arm themselves with righteousness. The character may use Faith as a complementary skill on attacks against heretics and abominations.
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