Although the various churches of Britain extend their power to all (on their own t e r m s ) , it is through the clergy that the true might of belief shines. The various priests, parsons, and vicars of the different congregations have share several spe- cial powers unique to their calling. These powers are all used to combat evil and further the spread of their beliefs.
Clergymen do not cast spells or perform miracles. Their power comes from faith, for in faith comes strength against the evils and temptations of the world — and of the supernatural. While anyone can have faith, its true power is only manifested through those who have dedicated their lives to the Church. Because of his faith, the clergyman is sometimes able to protect or even combat the evil influences of magic and particularly fairy glamours.
For game use, faith is given as a number. Initially it is equal to the character's Psyche attribute, but it may rise (rarely) or fall (sometimes) during the course of play. Players running clergymen will have to track their character's current faith score sepa- rately from the character's Psyche.
Anytime a clergyman attempts to use one of his special powers, he must make a skill check against his faith. If the check succeeds (after any modi- fiers), the power works. If the check fails, character lacks the necessary conviction at that instant. Furthermore, he loses a certain amount from his faith score. (He is beset by doubt and uncertainty.) The exact amount lost depends on the power attempted.
Clergymen have three basic powers which they can use at any time. Special items (crosses, Bibles, or whatever) are not necessary, although these do offer an improved chance of success and certainly add a dramatic flair. The most important factor is the character's faith. Using it, a vicar can try to sanctify, fortify, or cast out. Each action has differ- ent effects and chances of success.
Sanctify
This power is protective — through it the clergy- man seeks to extend a protective influence over an area (no greater than 5 m. radius). The player makes a normal check against his character's faith and if successful, all unholy things (fairies and evil magic) are weakened. Fairies atttempting to use glamours or make physical attacks have their chance of success reduced by 5. Spells that affect a target within the area have a 5% chance of failure. Spells that cause damage have cause only half dam- age (and have their lethality halved). The power works so long as the clergyman strongly presents himself, moving no more than 1 m. per combat round and taking no other action.
If the check is failed, the character loses 1 point
from his faith.
Fortify
This power strengthens the righteous, making their efforts to defeat evil more effective. When used, the clergyman can fortify one person (including him- self) within the limitations of his faith. This power cannot be used to fortify any who are pagan, half- blooded, fairy, or evil and the clergyman must always consider its use on those radically different from his own beliefs. To use it a skill check must be made, comparing to _ the character's faith. If suc- cessful, the fortified person has his chance of suc- cess raised by 10 for any action that directly opposes evil — a good wizard casting a spell, a pure-hearted hooligan trying to wrestle a black annis, etc. The heartening effect lasts for 1d6 rounds.
If the check is failed, the clergyman loses 2 points from his faith.
Cast Out
This is the most potent and difficult power avail- able to the clergyman. A skill check must be made and compared to 1/2 the character's faith score. If successful, the clergyman can break any one glam- our cast on a person or drive away a fairy or unholy
By All That is Holy
creature. In the latter case, the target creature is allowed to check for resistance, by rolling its own Psyche or less. If this succeeds the creature is wracked by pain (-1 Stamina each round it stays within sight of the clergyman) but does not flee. If the check fails, the creature suffers 1d6 points of Stamina damage and must flee. It cannot approach again for 1d3 hours.
If the clergyman fails when attempting this power, he suffers a 3 point loss to his faith rating.
Fairies and the Church
In addition to the powers of clergymen, fairies are vulnerable to several other facets of church life, so much so that life in the earthly world can be some- times near impossible for the fey folk. Conse- quently the vast bulk of fairies view the church with loathing.
Player character fairies are also subject to the effects described below. However, where NPC
fairies will not do certain things (such as enter hal- lowed ground), player characters are always allowed the freedom to try. Thus, damages and conse- quences are listed for violating the various taboos that all other fairies live by.
Hallowed Ground. One of the greatest banes to fairies are churches themselves. These buildings, whether magnificent or simple, are anathema to the fey folk. NPC fairies will never enter a church or its grounds by choice. If forced in, fairies suffer 1 body point of damage each round. Naturally they will attempt to flee, fighting in a wild frenzy any who oppose them (Fitness and Reflexes checks are dou- bled for combat.)
The sanction of hallowed ground applies to more than just churches themselves. Other areas, particu- larly churchyards, traveller's crosses, and shrines also fall into this category. In the wilder country- side, many a lonely tinker has found safety for the night by sleeping at the foot of an ancient roadside cross. Churchyard cemeteries hold a curious posi-
By All That is Holy
tion in all this, for by day they are hallowed and free from fairy activity, but at night become notorious haunts for the same.
Just because a property is owned or used by the church does not make it hallowed ground. Buttery spirits can be found in the cellars of monasteries and vicar's house is little safer than any other. Indeed, some denominations (such as the Dump- lings), have a hallowed ground only so long as the service lasts since their services are held in parish- ioner's households.
Crosses and Other Relics. In general fairies avoid the signs and symbols of the church, primarily out of distaste. A cross at a door might cause a fairy to look for another way in, but it will not stop a determined spirit. Player character fairies must make a successful Psyche check when confronted by such items; otherwise they cannot abide to be in
the presence of the item.
Holy Water. This causes burns and pain to full fairies — 1d3 points of body damage and is even highly unpleasant to blooded characters (1d3 Sta- mina points). Fortunately, no church mass-produces or freely gives out holy water. Even among the clergy it is considered improper to bottle it up and carry it off on adventures. Holy water, like all things of the church, should should be treated with respect.
Church Bells. The ringing of church bells is an unpleasant sound for fairies — causing headaches and ruining rest — and they will normally seek to put a good distance between themselves and any church bell being vigorously pealed. Sunday morn- ings when the bells are rung throughout countryside and city are notable for the lack of fairy activity.
Combat
The universe of For Faerie, Queen, and Country is a
magical place, but it is not built on magic alone. The Britain of the 1800's, indeed the world, is fast becoming a scientific marvel. One of the great wonders of this burgeoning technology is the abil- ity to kill people in ever more efficient ways. The old muzzle-loading muskets of yore have given way to breechloading rifles, six-shot revolvers, and worse. Fortunately, England is a civilized place, so the best advances of weapons technology are safely found only in the finest armories of the Queen's army.
While the army may have the finest, the general population, such that chooses to arm itself, is equipped with an assortment of weapons from mod- ern to out-dated. Player characters may face any- thing from a hobbling crofter toting a blunderbuss charged with powder and stones to a Scottish laird with the latest breech-loading Army issue. Nor will guns be the only threat. Hooligans with knives and saps, fairies with claymores, duelists with sabers, even rustics with scythes and pitchforks are all pos- sible.
Players may despair at the thought of combat, noting how few body and stamina points they pos- sess. Good — combat should be treated with healthy respect. In For Faerie, Queen, and Country player characters are better advised to use wits, tongues, and skills rather than fists and guns. Certainly there will be fights and shoot-outs, but player characters should adopt such measures only as a last resort and even then when they are likely to win.
Violence and the Law
The Great Britain of For Faerie, Queen, and Coun-
try is a civilized country. Indeed as a nation the peo-
ple consider themselves the most civilized in all the world. Naturally, in such a civilized country the cit- izens respect and uphold the law, shun violence, and treat each other courteously. Crime is low, and heavens, robbery at gunpoint almost never occurs. Murders and shootings are unheard of.
At least that's the ideal. The truth of the matter is a bit different.
First and foremost, the British have always been a rough-and-tumble lot, from the lowest classes to the refined levels of the aristocracy. A good fight, be it a street brawl or hard-played game of football, is seen as "character building." Fist-fighting and wrestling aren't wrong, per se, so long as nobody is seriously hurt.
Second, criminals have guns and use them. More than just a few hooligans carry cheap revolvers — or good ones in the case of mohocks. Out of neces- sity, honest citizens prudently arm themselves, although with little actual intention to shoot. Even the police inspectors are routinely armed. (Remem- ber how many times Sherlock Holmes instructed Dr. Watson to bring along his gun.)
Third, there is crime of all sorts and types. There are "garrottings" (muggings), burglaries, poisonings, and of course shootings. Sensational and tawdry crimes are reported in the papers with great interest and regularity. After all, this is the age of Jack the Ripper.
Nonetheless, the citizens of Albion are a law- abiding people. If a gun is fired, there is an inves- tigation. Should a man be shot, the police will do their best to find the criminal. Player characters who solve their problems with a gun, knife, or club will run afoul of the law and can expect at best inconvenience in the courts while their claim of self-defense is tested. Those who assault or kill w i t h o u t damned good cause w i l l e v e n t u a l l y discover the joys of Newgate or the hangman's noose.
Even with all these conditions, gun battles, knif- ings, and fistfights will occur. It is best to have them happen quickly with the least impact on the game. The combat rules have been purposely kept simplistic — first, this speeds play through an area of the game not meant to be emphasized and, sec- ond, is intentionally meant to discourage players who might use detailed combat rules to their advantage.