Faith
Faith is a unique Aptitude, in that it does not rely on, nor has any particular connection with, Vita or the Initium Occasus. More, it is a measure of the character�s own inner strength that comes with belief. Suffice to say only a character that has Faith in a deity (some Nephilim count) or (at a stretch) a great cause may possess this Aptitude. If a character for some reason loses her faith, she cannot use any levels of this Aptitude until her faith is restored, or she finds new faith. Faith is very common among the Priests' Guild, the latinus scholari and the Zealots.

� Pray
When the odds are against her, the character may Pray in the hope of regaining strength of mind. Pray may be used at any time, but only once per day (else the gods will be angry). The character offers her Prayer, and regains one Willpower point.

�� Cure
Cure may be employed to heal Bashing or Lethal damage on the character herself (as long as she is not Incapacitated) or on another, by spending 1 Willpower point and rolling Wits + Medicine (difficulty 6 for Bashing, 7 for Lethal). Each success heals one health level.

��� Pacify
Pacify is an ability that the character may use to bring another character more in line with her way of thinking. For example, one of the latinus scholari could use Pacify on a particularly hostile Nephilim, and calm her enough to stop fighting. The Nephilim, on the other hand, could be a Zealot and use her Faith in the Last Nephilim to Pacify the scholar into a bloodlust frenzy. To use Pacify, the character must make a contested roll of Charisma + Leadership against the victim�s Wits + Instinct (both at difficulty 7).

���� Bless
Bless can be used in two ways. First, it can be used to Bless a weapon, in which case it causes Aggravated damage to characters on an opposite Code of Ethics. Second, it can be used to bestow a Blessing on another character, who then receives a +1 bonus to all of her dice rolls. Bless cannot be used on the character herself, but she may Bless a weapon and use the weapon herself. For either use, the character must roll Intelligence + Enigmas (difficulty 7), or if she has the Secondary Knowledge, Intelligence + Theology (difficulty 6). The effects last for a number of turns equal to the number of successes rolled. Note that to create Holy Water the character must use the higher-level power Purify; Bless will not perform this task.

����� Create Sustenance

Create Sustenance allows the character to perform a small miracle, as a forerunner to the final power of Faith, by creating enough food and drink to feed herself and her companions. All she need do is spend 1 Willpower point and roll Intelligence + Enigmas (difficulty 7) or Intelligence + Theology (difficulty 6). Each success creates enough food and drink for one meal for one person.

����� � Purify
A step further than Bless, Purify bestows permanent effects on any liquid or food, and in some cases, weapons and even people. Purify cannot be used to bless ground and make it holy, for that, the next level power, Consecrate, must be used. Using Purify requires an Intelligence + Enigmas or Theology roll, at difficulty 7. The number of successes indicate the degree of Purification. Four or more successes are needed to Purify a weapon (granting the same effects as if it had been permanently Blessed), while at least six successes are required to Purify a person (again, see the Bless power�s effects). However, if the Purified character acts against the Code of Ethics held by the character using Faith, she loses all bonuses granted by this power.

����� �� Consecrate
Consecrate is used to bless a piece of land. In the traditional sense, this means that all �evil� characters suffer from a �2 penalty to all dice pools while on the ground (or in the building, or whatever). Malignants would suffer particularly from this. Alternatively, this power may be used to �desecrate� an area, causing the same effects to anyone who is NOT �evil�. Regardless, who the Consecrated ground affects are the best left in the hands of the Storyteller. Consecrate costs 1 Willpower to use, and requires no roll.

����� ��� Peace of Mind
Using the power of the character�s deity, she may cure another character (but not herself) of any one Derangement, either for a limited time, or for good. To use Peace of Mind, the character must spend 1 Willpower point and then roll her Willpower (difficulty of the target�s Intelligence +5). 1 success is required to negate the Derangement for 24 hours. 3 successes negate the Derangement for a week. 5 or more successes cures the Derangement completely. If the character Botches, the Derangement is permanently transferred to the character using Peace of Mind, such is the risk of religious fervour.

����� ���� Convert
A highly potent power, Convert allows a character to change another character�s Code of Ethics, and religion, to hers. Convert causes a permanent change, and this new Code of Ethics can only be overridden temporarily (one scene), by spending 1 Willpower point. Eventually, the character may be able to lose interest in the new faith, and return to his old ways, but only at Storyteller discretion � and remember, once Convert has been successfully used, the character will be almost fanatical about the new religion and way of life, and hence will not want to change back. Convert costs 1 Willpower point, and requires a successful contested Willpower roll (difficulty 7).

����� ����� Miracle
Miracle is deliberately not defined, for once a character reaches this level of Faith, she is a truly wondrous prelate, and can perform such deeds that defy all belief. Miracle is not a power that can be used deliberately (though a character may attempt to, by scoring 3 or more successes on a Willpower roll at difficulty 10); moreover, it is best left in the hands of the Storyteller, as random yet highly beneficial occurrences.
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