True Faith is only possessed by people who devote their lives to their religions. People possessing true
Faith may sometimes hold vampires (or some other evil supernatural) at bay, and even cause the creatures to flee. Holy symbols have real power when brandished by a character with true Faith in the power represented by the holy symbol. Even miracles are sometimes possible. Very few people, however, possess this level of Faith.
When playing a character possessing true Faith, the player may roll the character's Faith (difficulty equals the vampire's Willpower). The number of successes is the number of steps backwards the character can force the vampire to take. If the character places her holy symbol against the vampire's body, each Faith success inflicts one Health Level of damage upon the vampire. This damage is not aggravated, but if five or more successes arc scored, the vampire needs to make a Courage roll or enter the Rotschreck.
It costs 10 exp points to buy a level of Faith. It costs the character's current rating x 4 in experience points to raise Faith up to and including five dots, and the current rating x 7 to increase it thereafter.
It should be emphasized that Faith is not used like a gun. Using it too much may cause it to fail or even go away. If you are doing any actions or working on goals that are not on the moral high ground your true faith abilities may stop working. (Storytellers Choice.) This may take effect even if you believe you are in the right, and your powers not working could be used as a way to know if your actions are evil, even if you have no other way to know they are.
You add your true faith rating to any virtue or willpower roll (or dc) to rest doing something evil. (such as feeding on the innocent when hungry) or magic to force the person to do direct evil (such as some uses of Daimoinon). This is not protection vs other thing's that make loose your will (such as dominate) unless the order is something truly evil or horrendous.
True Faith only occasionally has an obvious effect in a story and is all the more powerful for its rarity.
You have to have a 7 Humanity and maintain it to have true faith. If your humanity ever drops below 7 you louse true faith and all you put into it and may never gain it again.
Once you reach the 2nd dot you must choose a path (Pious or Righteous) once on this path it is set. True faith of 6 or more are achieved the abilities are called Miracles.
1 dot - Any character with Faith may attempt to ward off vampires by brandishing a holy symbol or uttering prayers. The person rolls Faith against a difficulty equal to the vampire's current Willpower points. 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. A botch indicates that the vampire may advance unhindered. Further, if the cross, Bible, or other holy symbol is placed against the vampire's body, each success causes an aggravated health level of damage, burning into the flesh.
2 dots - (Pious path) - A mortal with a Faith rating of 2 or more may resist Dominate and similar vampiric mind-control powers by spending Willpower (one point protects for a number of turns equal to your true faith).
2 dots - (Righteous path) - When doing a good act, (such as defending the helpless or bringing justice to actual evil) you can turn any weapon you wield into a holy weapon. When used to harm evil you choose one of the following. It takes an accent to activate this. I'll ask for a number of strikes or turns equal to your true faith rating. Whichever comes first.
1. Add your true faith rating to attack rolls with it.
2. All damage you deal with it is aggravated damage.
3 dots - (Pious path) - A person with a Faith of 3 or more may be able to sense the presence of a vampire (or other evil), and can purchase the Awareness Skill. They need not consciously try to sense a vampire's (or other evil) presence, but must be in peaceful, quiet surroundings – perhaps alone in thought, praying, reading the Torah, meditating on the Bible, etc. The person will not sense the vampire's (or other evil) presence if they are preoccupied (e.g., arguing) or in a crowded, noisy place (jostled by a mob, in the midst of a raucous banquet, etc.). This ability is not infallible; the Storyteller should let the person sense the vampire (or other evil) only when it is dramatically convenient, or only after a successful Awareness roll. Note that the person cannot know exactly what they sense through their Faith; all that they will know is that something unclean or evil is nearby.
3 dots - (Righteous path) - When in combat with true evil you may call on your faith to aid you and your party. Roll true faith (dc set by storyteller based on how justified the request is) For a number of rounds equal to successes you and all allies in that combat have all to hit, damage and soak rolls dc lowered by 1. You and your ally's may all also ignore one 1 per roll. (You or any ally louses this bonus of doing any evil acts at the storyteller's choice.)
4 dots - (Pious path)- You are immune to any mind-altering Disciplines such as Dominate, Presence, and Obfuscate.
4 dots - (Righteous path) - When in combat with true evil you may call on your faith to bolster you and your party once. Roll true faith (dc set by storyteller based on how justified the request is) For the encounter equal to you and all allies in that combat gain one extra ok health level per success scored. These health levels are temporary and go away once used. But any damage that is taken uses these first.
5 dots - (Pious path) - The person is so pure, so holy, that they can fill a vampire with self-loathing, disgust, terror, and even physical pain. Any vampire (or other evil) hearing the person pray, preach, or recite psalms, or who is touched by the faithful, may be forced to flee immediately. A vampire (or other evil) who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing, or begging forgiveness. To avoid fleeing, the vampire (or other evil) must either expend one Willpower point per turn or make a Stamina roll each turn (difficulty of 5 + their own Intelligence) – the higher the vampire's Intelligence, the higher the difficulty, as the more tortured and guilty they feel.
5 dots - (Righteous path) - You may come to the aid of another in need. You may use your unused turn to defend another. When an ally is attacked or would take damage you can spend one willpower and move 5+dex in meters and embrace the person in a hug negating the damage or effect they would have taken.