True Faith is a special Trait that only a few people possess. While many mortals are more or less devoted to a belief in some form of higher being or purpose, only a small number have the burning zeal, the profound conviction that can protect them against creatures like vampires. This Faith is not necessarily increased through experience. Certainly, it may rise as a result of a person’s experience, but it is more vital than that, more a measure of conviction and strength of mind. Nor is it something that comes from outside the individual, from some God or angel. Whether or not their beliefs are correct, these people believe so unwaveringly that their own conviction protects them.
|•••||Sense the Impure|
• Holy Ward
Any character with True Faith may attempt to ward off vampires by brandishing a holy symbol or uttering prayers. The person rolls True Faith +Resolve opposed by the vampire’s Courage. The number of successes indicates the number of steps backward the vampire is forced to take. If no successes are scored, the vampire need not step back but may not advance. If the vampire scores three net successes, or the True Faith roll botches the vampire may advance unhindered.
Further, the character may wield an icon of their religion as weapon that rolls aggravated damage equal to their faith.
•• Devout Mind
A character with a Faith rating of 2 or more may spend a point of Essence (such as Blood) or a Point of Fate to add their Faith to any Ideals test against a Vampiric or Demonic power.
••• Sense the Impure
A person with a Faith of 3 or more may be able to sense the presence of a vampire or demon by using an Action to concentrate and looking at a subject they suspect is impure. By rolling a Faith + Awareness test, they may ascertain secrets about a vampire or demon as if they had two ranks in Auspex.
Further the character gains a bonus on Initiative checks equal to their True Faith when fighting the Impure.
The character is completely immune to Blood Bonds. Further, when Vampires or Demons exercises a power against the character, the test to activate the power suffers a Dice Pool penalty equal to their character’s True Faith.
The person is so pure, so holy, that they can fill a vampire or demon with self-loathing, disgust, terror, and even physical pain. Any impure creature hearing the person pray, preach, or recite passages, or who is touched by the faithful, is forced to make an Courage test with a penalty equal to the character’s True Faith rating.
If they fail, the impure is flees in a Rötschreck . A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing, or begging forgiveness.
The character may spend an Action to recite holy texts to fill the impure with this dread. If they attempt to split this action with another, they must succeed on a Faith + (Eloquence or appropriate Performance) test, with no penalty for botching.
The character may alternatively make a Dexterity + Unarmed test to reach out and touch a target.
This ability triggers if the Impure makes physical contact with the character.