100867_RAA_Quill & Codex_R1_PROOF
The Cullen Bunn Role-Playing Game
FAITh
• Heal Wounds – For 1 Faith Point, you may heal an Adventurer (in cluding yourself). You can restore 1D4+1 Health Points per Faith Point spent. An Adventurer’s Health Points cannot rise above their maximum for the Game Ses sion. • Cure Disease – For 1 Faith Point, you may cure any disease that is afflicting an Adventurer. • Remove Poison – For 1 Faith Point, you may remove a poison effect from an Adventurer. • Bless/Inspire – For 1 Faith Point, you may Bump a die. This works in a similar fashion to Adven ture Points. Unlike Adventure Points, you may Bump die rolls for OTHER Adventurers. You can, of course, use multiple Faith Points to Bump a die multiple times. As with Adventure Points, Faith Points CANNOT be used to Bump dice associated with Spell craft.
Using a Faith Point, the Priest rebukes a zombie. F aith is the Priest’s ability to channel the power of their gods (or whatever else they worship) into spell–like effects that impact the world around them. At the beginning of every ses sion, a Priest rolls 1D6+4. The re sulting roll is the number of FAITH POINTS you the Priest has for that session. Sometimes, you will be brimming with the gospel. Oth er times, your lack of Faith will be disturbing. At the end of a session, unused/unspent points are lost. You roll again at the beginning of the next session. That’s how it goes. Priests may spend Faith Points for a number of abilities, including: Using Faith, a priest may:
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