Faith
Faith is one of the few truly powerful personal weapons a hunter has against her supernatural foes. With Faith,
a hunter can cause a Vampire to turn away, or be unable to approach any further. The hunter must hold the symbol of her Faith
towards the Vampire. In Vampire, the Undead must make Willpower rolls against a difficulty of the hunter's Faith. The number
of successes made is the number of steps he/she may take forward.
Failure means he/she cannot move. A botch means he/she either takes Health damage or frenzies and flees in
fear. But when running a Hunters campaign, it is recommended that this be reversed. The Hunter should roll her Faith versus
the Willpower of the Vampire as a difficulty factor. The number of successes is the number of steps back the hunter can force
the Vampire to take. If the hunter places his/her holy symbol against the Vampire's person, the number of Faith successes
is the amount of damage the Vampires takes (not aggravated). If fine successes were scored, the Vampire needs to make a Frenzy
roll or run in terror.
A Faith rating of greater than five indicates a true, intimate connection with the supernatural. Whereas characters
with any level of Faith can use their devotion to perform various subtle and minor feats, those pillars of their religion
with a Faith of six or more can affect the material realm in more tangible ways. Such levels of Faith are almost nonexistent;
besides the increased experience cost to achieve these levels of Faith, it may only be raised this high if there is a significant
experience in the game that would cause the character' s Faith to be raised.
Gaining Faith is not a subject for hard-and-fast rules; the inner workings of a person's soul may only be
determined by roleplaying. Although Faith is the cheapest of the Numina to gain at the beginning of the game, it must be emphasized
that anyone with real Faith is exceedingly rare. It takes more than driving to church in one's Volvo every other Sunday, or
even prancing one's religion fairly frequently and sincerely. Faith is only gained and maintained by constant, scrupulous
adherence to the tenets of one's beliefs. Long nights of volunteer work in soup kitchens, fasting on Lent (with the corresponding
reduction of abilities), chanting mantras for days, frequently making pilgrimages to Mecca, giving the greater part of one's
wealth to the poor, or even walking across hot coals are part and parcel of this ability.
Your lifestyle must reflect this. Take a long, hard look at your character. Would another person know of your
pity and sincerely refer to you as a (good Christian / devout Moslem / enlightened Buddhist / crusader for the faith / whatever)
within 15 minutes of meeting you? If not-if you want to have occasional (or not so occasional) lapses, lie and cheat your
way into a Kindred controlled drug cartel, drink to excess, gain information via seduction or trickery, or just laugh at a
dirty joke-then Faith is probably not the proper ability for you; you may well be a good and religious person, but you do
not exhibit the total unworldliness necessary to possess Faith.
There are many Stories through which Faith can be gained; such Stories should emphasize roleplaying, and can
serve as a welcome beacon of hope in an otherwise gloomy and grimy Chronicle. Maybe the mayor of the city is uptight, conservative
and totally against social programs for "lazy street people;" also, intermittent Kindred Domination keeps him/her committed
to his policies (after all, the Kindred want the homeless out on the street instead of in a safe shelter). By virtue of your
eloquence and compassion, your crusade for better living conditions touches the heart of even the mayor, and a homeless shelter
is built.
Maybe bikers or drug dealers terrorize the streets; you enter their territory and, despite all odds, show
them the path of righteousness through your own courage and inner strength. Or possibly a teenager you come to know is being
abused by his/her parents and is horribly depressed, perhaps on the verge of suicide; at the last minute, you talk him/her
out of ending his/her life and, by confronting his/her parents, fill them with remorse and show them the evil of their ways,
giving the family a chance to start anew. All of there are suitable actions for gaining Faith. Tracking a Vampire down, beating
it up and staking it is generally not.
The powers of the faithful take the form of miracles. These are few and far between (usually no more than
one per Story) and are not strictly quantifiable in game terms: one cannot assign numbers to the Divine. An example of possible
powers are listed below; any number of other effects are conceivable.
Remember, miracles do not have to be (and usually aren't) flashy or violent; giving a heroin addict that extra
bit of strength to fight the last few days of withdrawal is as much of a miracle as calling down blasts of sunlight from on
high to burn Kindred to ash. It must be stressed that the powers listed on the table are examples only, not concrete rules;
Faith is an exceedingly personal quality, and any miracles will be in accordance with the nature of the person invoking them.
It is rare for one of the greater miracle to occur twice, and it is even rarer for there to be truly tangible, showy effects;
the Allmighty moves in mysterious ways.
The character has no control over the outcome of a miracle; their invocation and use is entirely up to the
Storyguide, but one rule applies: miracles may NEVER be used for selfish motives. Using the power of your Faith to sway crowds
for your own gain or to make the Ghoul guard let you in the computer room, is prohibited. Faith may be used for self-preservation,
if your continued existence will serve a higher purpose, but never for personal gain or pride.