The Here There Be Monsters setting isn't biased towards or against any particular
faith, and deliberately treats Zoroastrianism / Abrahamic concepts (perhaps most
familiar to Westerners in the form of the Christian Mythos) as just one of many
possible interpretations of extra-dimensionally related esoterica.
Players are encouraged to play a Believer of any faith, but to do so respectfully,
and to be reasonably careful to avoid offending any players in their roleplaying
group who might hold personal religious beliefs.
Characters with a divine or religious aspect should choose the Believer Origin,
which unlocks the Believer Special Resource Pool for free.
In the Here There Be Monsters setting Faith is essentially another form of magic,
with slight differences. Whereas a user of the Mystic Arts intentionally reaches
out and grabs extradimensional power as an act of will and intent and focuses it
to a predetermined ends, Believers who have true Faith do the same thing subconsciously,
focusing and filtering power through the lens of their Faith.
Whatever deity or higher power a Believer actually worships is largely immaterial
in a technical sense for game play purposes, but is very material to how the powers
the Believer wields manifests. It has no bearing what religion the Believer belongs
to, so long as they have a true and deep-seated faith, and live in harmony with
their religious beliefs.
Put simply, as their abilities are a manifestation of their beliefs, the types of
abilities an individual Believer has are thematically relevant to the nature of
the god or power they worship and represent.
A Believer must feel that they are in good standing with the tenants and expectation
of their own religion, dogma, or church. If they feel forsaken or out of favor to
the auspices of their belief system, the Believer's abilities will falter and fail.
Due to this, all Faith abilities must take the following Limitation, and this Limitation
can never be removed or "bought off" with Experience Points.
Only While In Good Standing With Faith (-1/4)
Faith users exhibit a lesser variety of abilities than Magic Users, but they are
particularly good at channeling pure extradimensional energies, which makes them
very useful against daemons and other extradimensional dangers. The best exorcists
are always Believers (though some Magi and Psychics can do exorcisms as well), and
many Believers can inflict direct harm on Supernatural things by virtue of the potency
of their raw Faith.
In a Here There Be Monsters campaign, Believers have the following restrictions:
- All powers must take the Only While In Good Standing With Faith (-1/4) Limitation
- Frameworks are not allowed
- Endurance Reserves are not allowed
However, Faith users do not have Real Cost or Active Point caps and any sort of
ability a player can justify as being Faith based relevant to their character's
belief system is fair game, if the player can convince their GM to allow it.
The following are common Archetypes among those of a Believer Origin.
- Crusader: (Big T) Some
Believers have a more physical Faith, and serve as warriors for the god or entity
they worship, focusing their abilities in combative ways.
- Exorcist: (Father Max) Some Believers can banish extradimensional beings
lacking a physical form from this reality, such as ghosts, possessor daemons, and
evil spirits...at least temporarily.
- Faith Healer: Some Believers can heal with the power of their Faith.
- Consecrator: (Father
Jacob) Some Believers emanate their Faith in protective ways, can grant blessings,
and similar things.
- Revelator: Some Believers can reveal the hidden and strip away falsehoods
and glamours with the power of their Faith.
- Intercessor: (Elly
May Robbeton) Some Believers have a particularly close relationship with a saint,
angel, martyr, or similar concept, one or many, and can call upon them for various
- Blessed: (Forosati
Nik) Some Believers don't do anything overt, but seem to benefit from unusual
luck, beneficial happenings, good timing, subtle signs that serve as clues, and
- Devotee: Some Believers are shielded from even extreme harm by the power
of their Faith. Whether weapons fail to work, animals refuse to attack, fires fail
to burn or what have you, they seem to be inviolate as long as their belief holds
- Exemplar: (Varanasi)
Some Believers hone their minds and bodies in accordance to their belief system,
and become more than human in the process, living embodiments of their faith.
- Reliquator: (Ezra
Albright Jones) Some Believers have one or more powerful relics in their possession
with which they have become attuned or can otherwise utilize in the service of their
- Signifier: Some Believers are barraged by information via signs and portents
which they can interpret.
- Zealot: (Sawyer) Some
Believers are so rabid in their Faith that they are practically unstoppable, short
- Theistic Occultist: (Evie
Rast) Some belief systems couple religion and magic so tightly together they
become indistinguishable. Believers of such religions sometimes develop seemingly
Mystical abilities appropriate to their belief system. However, should their faith
waver so to does their "magic".