From Rulebook v1.0. See Divine Powers for v2.0

Divine Upgrades are powers granted by the Gods.

Divine Upgrades often allow characters to perform incredible tasks, but they come at a price: the character needs to follow the commandments of his God and will often suffer the consequences of employing a supernatural power. A character can have as many Divine Upgrades as his Faith. Divine Upgrades can have different levels: I, II and III. Characters can only use the levels that are less than or equal to their Faith.

The Gods of FAITH are fickle beings. However, it is not rare for them to pay attention to their most outstanding believers, who are the source of their power and their only way to mold the Universe to their own desires. Gods may grant powers to their believers if they like their behaviour, or they may withdraw their support if their believers betray their designs.


A character with Divine Upgrades is called a soulbender. When a soulbender uses a Divine Upgrade as the main part of his action and he is confronted, he must use his Faith Attribute to resolve the confrontation. The Skill to use will depend on the confrontation, but most powers are usually a matter of speed or physical capacity, and this is why most powers will use Initiative or Athletics/EVA. Neural damage suffered from a Divine Upgrade occurs as the action resolves, and does not incur Skill penalties for that action.

In order to obtain a Divine Upgrade, a character must spend two experience points. All other players will vote on whether or not the character has behaved accordingly to the commandments of his God, with the GM having the final say. If a majority votes favourably with the GM’s support, or the GM decides to resolve in favor of the character anyways, he can then acquire a Divine Upgrade from the list of his God.

Losing the Favour of Your God

Characters must follow the commandments of their God if they want to be able to use their Divine Upgrades. It is up to the GM to determine if the roleplay of a player is following a good path and reward him or punish him accordingly.

If a character does not abide by the commandments of his God, but does not actually break them, he should not receive the benefits of his passive Divine Upgrades and using his other Divine Upgrades will cause him one additional point of neural damage.

If a character actually breaks a commandment, he will see his Faith temporarily reduced by one point, which might cause him to lose one of his Divine Upgrades until he recovers his Faith. The character will recover his Faith after one session without breaking any commandments. If a character breaks a commandment for the second time in the same session, he will lose one point of Faith permanently, along with one Divine Upgrade if he had as many Divine Upgrades as his Faith, not recovering any experience points spent to acquire it.

If at any point a character starts to show more connection to a different God, the GM can offer him to change his divine allegiance. He will lose all the Divine Upgrades from his previous God. If the act that makes him change Gods is significant enough (A Kaliva follower staying behind to cover the retreat of his team, abandoning himself to a certain death), the GM can give him any number of Divine Upgrades from his new God, up to the same number he previously had.

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