True Faith
Just as many within the World of Darkness cling to their dark powers for status or survival, so too are there those who call to the Light to guide and protect them, or even to aid them in a specific quest.
Not all followers of a religion are considered to possess True Faith, for only the most devout can bring to bear the strength of belief necessary to carry that faith into outer world.
The simplest and most direct application of True Faith comes from the support the character derives from such beliefs; in game terms, the character may spend a point of True Faith in any of the same ways that a Willpower Trait may be used.
Holy Symbols
Normally, any application of True Faith requires the presentation of a holy symbol (crucifix, Star of David, sprig of mistletoe) appropriate to the priest's religion. Characters with exceptionally strong faith (over five) may at the Storyteller's option be relieved of this need for an external foci; they realize that the power of their diety flows through them regardless of any props.
In addition, depending upon the religion in question, the character has the option of purchasing the four-point Merit Symbol Independence, which likewise relieves them of the necessity for an external focus.
Banishing Evil
One of the more common applications of True Faith is to ward away beings who, according to her belief system, are inherently evil. This normally includes Vampires, Demons, or any creature which would be considered Wyrm-tainted to a Garou.
By engaging in a Social Challenge, a character with True Faith may attempt to repel such creatures, forcing them to flee the scene. As an alternative to bidding a Social Trait, the character must bid a point of True Faith, which may only by resisted by a Willpower bid on the part of the one being banished.
For the purposes of this Challenge, the character may add any Humanity Traits to the total number of Social Traits for purposes of resolving Ties or Overbids. Of course, doing so prevents them from being used to call for a retest.
Kindred who possess no Beast Traits (ie. who have reached Golconda) are immune to this effect, as are other supernatural beings such as Mages, Changelings or Werewolves. Vampires, Demons or evil spirits who have absolutely no hostile intent towards the character may call for a retest on this Challenge by declaring such intentions, though if they fail this second test, they must still flee the scene.
Blessings
A character with True Faith may provide some of the benefits of that conviction to others who follow the same belief system. By spending a point of True Faith, the priest may bless her fellows, granting them a single free retest during an upcoming scene; all those present for the blessing will receive this boon, though only those who are on the side of the benefactor will gain any benefit.
Blessing should not be a routine event, but rather be reserved for moments of dramatic significance. A Storyteller who feels this power is being abused may impose greater restrictions upon the characters in question, reminding them faith is not something to be taken for granted.
Miracles
Many and varied are the wondrous effects attributed to those who have True Faith. The more formalized of these are covered the rituals of Theurgy, though in times of great need, a Narrator may allow a character to perform these effects on the spur of the moment by spending a point of True Faith.
In addition, for those whose Faith is truly strong (above five), greater effects are possible. The White Wolf supplement Inquisition goes into these miraculous powers in more detail.
Counter Magic
The most common of miracles is the ability for a character to call upon her faith to protect her in times of need. This takes two forms.
First of all, because of her beliefs and the support, in her own mind, that comes from that higher power, the priest is better at Resisting affects (Disciplines, Gifts, etc.) directed against her. If a character with True Faith is Challenged by some power and decides to Resist, she may add her level in True Faith to her Traits for purposes of resolving ties or Overbids.
Alternately, characters with True Faith may attempt to Negate any power which violates their belief system, or which affects them directly. The priest may make a Static True Faith Test to determine if the effect happens or not. Again, because the character is working to deny the power in question, she is considered to have Relented to the original Challenge if her attempt at Negation fails.
The priest must bid a point of Truth Faith for the test, with a difficulty based upon the type of being she is trying to counter.
Mage Arete
Vampire one per Generation under 10
Garou Gnosis or Rank
Gypsy Blood Purity
Wraith Pathos
Changeling Glamour
Mummy Sekhem
Immortal Quickening
Relics and Holy Ground
Certain objects or places may be dedicated to a particular religion, and thus have a True Faith rating of their own; anyone of the same religion may add the rating of the object or site to her own, and may use the Traits of the relic to replenish her own faith when it falters. While relics may be carried by any character, only someone with a True Faith rating of her own may benefit from the True Faith bonus; the same applies to sanctified ground, regardless of whether the site in question is a church, native burial ground, or ring of standing stones.
The Storyteller will decide upon the inherent True Faith rating of any item or location; most will have but one to three points worth, though a site such as San Michele in Rome or an athame used by the builders of Stonehenge might have a rating of five or more.
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Theurgy
Similar to the Hedge Magic Paths practiced by other mortals, Theurgy rites are available only to those know have True Faith. In addition to Via Sanctum, there are paths are equivalent to some of the other Numina.
Theurgy Numina equivalent
Via Geniorum Ephemera
Via Ignis Pyrokinesis
Via Medicamenti Healing
Via Oraculi Divination
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Via Sanctum
This path involves the direct application of True Faith in its purifying aspect. Note that the concepts of Good and Evil are highly subjective, and the Storyteller should take into account the specific religion of the caster in determining what is and is not possible. In fact, for Chronicles which allow variants of these powers to be used by such antagonists as Infernal Diabolists, what one character would consider tainted, another might call a holy item. In the end, any such distinctions are left up to the Storyteller's discretion.
Basic
Cleansing
By blessing and purifying a target, the priest may cleanse that person, object or location of any evil influences. Note that targets which are inherently tainted cannot yet be effected, any even a cleansed object may again become tainted by association. This application requires a Static Mental Test against a difficulty determined by a Narrator.
Banish Taint
With greater efforts, a character with True Faith may attempt to purify even something which carries its evil deep within; use if this Via will remove one Beast or Path Trait, or free someone of a significant Wyrm-taint. This requires a Static Test using the the priest's True Faith rating against the total number of Beast/Path Traits that a Vampire has, or a difficulty determined by a Narrator for other cases. Of course, any being inherently evil, such as a Demon or Bane spirit will not be cleansed, though such creatures will made sufficiently uncomfortable as to be considered Bruised for the duration of the ritual. In addition, the priest may attempt to dis-enchanted tainted magical items or fetishes; this latter application requires a Static Mental Test with a difficulty based upon the number of Mental Traits and skill level of the talisman's creator.
Intermediate
Neutral Guard
By spending a Willpower Trait, the priest may protect those in her immediate area from outside harm. Anyone not already within a 10-foot radius of the caster will be unable to approach without the caster's permission, which may be obtained by defeating her in a Social Challenge, and any attempts to harm those protected from outside this circle require the would-be attacker to first defeat the priest in a Mental Challenge. If an assailant attempts and is defeated in either the Social or Mental Challenge, he may not again seek to breach this sanctuary for the remainder of the scene (10 minutes). Note that any violent behavior on behalf of those protected render them immune to the protection of this spell, and any such actions on the part of the caster will completely negate any benefits.
Exorcize
By calling upon the higher powers she believes in, a priest may attempt to free a target from possession by a hostile force, including spirits or Wraiths. This requires a Challenge against the invading entity's Willpower rating, with the caster using her choice of True Faith or Willpower. Only one such attempt may be made during any 24 hour period, and if successful renders the subject immune to any further possession attempts for that duration.
Advanced
Sanctify
This greater rite allows the priest to infuse her dedication into an object or location, giving it an inherent True Faith rating. By burning a permanent point of True Faith, the priest may grant a rating of one to the item or site. For each additional permanent point of True Faith spent, the priest may make a Simple Test; if successful, the item gains an addition point to its rating. Note that as with all Vias, Humanity Traits may be used to call for a retest on these attempts.
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