Numina

Vampires are dangerous predators who own almost every edge in a fight against a Mortal. The Kindred possess terrifying physical superiority and unfathomable powers. The powers of the undead include the ability to rend the mind, sway the heart with a glance, and twist a hunter’s very perceptions of the world.

In the face of such terror, the hunters who defend the night sometimes invoke an ancient Latin proverb, numen lumen, which translates to “God is the light.” This has become a sacred mantra, a call to arms, for those who fight against the vampires. As a result, Numina has become the catch-all term for the mystical and psychic powers that seemingly ordinary people have learned or naturally developed to be that light in the world. The origins of these powers may never be wholly known, but that hasn’t impeded the evolution of a number of different theories, each of which has been pieced together from speculative evidence garnered among hunter communities.

The Light of God theory proposes that Numina abilities are a sacred gift from the divine (though which exact incarnation of the divine differs according to the world’s faiths) to battle the darkness. Vampires are a plague upon the world, and the divine has tasked the wielders of Numina to lead humanity out of the darkness and into salvation.

A few hunters are convinced that those with Numina abilities bear the blood of angels and refer to them as Nephilim. Some believe that these chosen few carry out the literal word of God.

A number of scientists and researchers have proposed the Numen Theorem, which suggests that humanity is naturally evolving psychic abilities as a biological defense against vampires. This suggests that vampires are simply a previously unknown predator in an ecosystem that forces mankind to adapt to new circumstances.

Some individuals believe that vampirism is an advanced, complicated biological state and that the real battle should be to study Numina in order to discover a cure. Many supporters of the Numen Theorem often completely discount faith or occult interpretations of Numina as superstitions perpetrated by the vampires to prevent a full scientific study devoted to ridding the world of their presence through inoculation.

Whatever the truth, some chosen few in the World of Darkness are able to call upon powers greater than those of most mortals in their defense. But what does that make their practitioners?

Acquiring Numina


Numina may only be earned by Mortal characters which meet the requirements of their Numina of choice. Characters must have been actively roleplayed for at least a month before they can begin to pursue Numina, and must have interacted (even unwittingly) with the supernatural.

Upon embrace or ghouling, all points in Numina are permanently lost. Additional bonuses for particularly accomplished characters may be granted to offset this loss at the Storyteller's discretion.

Each class of Numina is broken down into Numina Paths. A Numina Path represents a focused area of ability centered around a specific theme, such as Cyberkinesis and technology.

  • Hedge Magic: Path of Curses, Path of Healing, Path of Alchemy.
  • Psychic Numina: Astral Projection, Cyberkinesis, Psychometry, Telekinesis, Animal Psi, Anti-Psi.
  • True Faith

Like many Traits, Numina Paths are scored with a rating of 1 to 5. Each rank purchased indicates a new level of mastery for the character. For example, a score of 1 would indicate a novice ranking, while a score of 5 would represent a mastery of that Path. As a character increases her score in a Numina Path, she gains access to the powers listed next to the appropriate number of dots and, of course, retains access to the lesser abilities.
Upon unlocking Numina, the Mortal character earns a single dot Awareness talent, allowing them to purchase additional dots.

A character may only know one class and path of Numina at a time, and they may never change their class of Numina.

It is strongly recommended for players to read about the Numina they wish to pursue in pages 69-85 of The Hunters Hunted II.

Hedge Magic


Hedge Magic is a traditional type of magic like that often described in folklore. It is formulaic, and it is invoked by those who command the talent through the performance of specific rituals.

In order to earn Hedge Magic, the character must fulfill the following requirements:

  • The character must accept and believe in the folklore of their culture. Whether it be superstitions, old wives' tales or legends, a Hedge Magician must accept the truth of this hearth lore.
  • The character must have a mentor or family history that may teach them their particular brand of Hedge Magic.
  • Characters who disregard superstition or hearth lore may have the Difficulty of their Hedge Magic rolls increase.
  • Upon unlocking Hedge Magic, the character receives one dot in their choice of starting Path. Additional levels may be purchased at a cost of Current Rating x 10.

The Path of Curses


The curse is one of the most ancient and potent forms of Hedge Magic. It can take many forms, from the “evil eye” of the Mediterranean and the Middle East to the “jinx” of hoodoo to the “hex” of Eastern European folklore. Curses have been known to cause grave misfortune in a variety of forms: accidents, illnesses, and even death.

At the core of any curse is maleficent intent directed toward an enemy. The Hedge Magician focuses her will, her directed hatred, toward her target and releases that intent in the form of harmful energy. The curse quickly afflicts its victim’s life and slowly fades as the hateful energy dissipates.

When mucking about with the threads of fate, however, a Hedge Magician runs the risk of entangling herself. Botching a curse will bring the effects back upon her three-fold, in which case, the curse intended for her enemy applies immediately to the Hedge Magician.

A Hedge Magician may attempt to banish any curse, even one of her own, but it isn’t easy. They must spend a Willpower point and roll Wits + Subterfuge (difficulty 9). Each level of success reduces the level of the curse inflicted by a single rating. If the roll botches, the Hedge Magician suffers from the very curse she attempted to banish for the remainder of the original duration of the curse, with no further chance at breaking it.

The Path of Curses eventually takes a toll upon the human soul. Practitioners rarely live happy lives, as the hate and anger required to fuel this Path tends to twist their insides. Mechanically, this translates to low Humanity scores. Regular users of this path may require degeneration rolls at the Storyteller's discretion.

Roll: Manipulation + Intimidation (Difficulty 7)
Cost: 1 Willpower


† • The victim suffers brief inconveniences, such as dropping an object, saying something foolish, or having a motorcycle run over her foot.

  • Mechanically, this is represented by the Storyteller adding a +1 difficulty to dice pools appropriate to the specified situation for the duration of the curse. For example, the injured foot might increase Athletics difficulties by 1, while saying something foolish might cause Etiquette difficulties to increase.

† •• The victim suffers from a string of errors and bad luck that result in lasting injury or embarrassment, such as stepping on a nail, breaking an heirloom, or catching a minor disease.

  • Mechanically, this is represented by the Storyteller increasing the Difficulty of rolls appropriate to the curse by 2 for the duration of the curse.

† ••• The victim suffers severe accidents and misfortune. Typical effects might be broken bones, loss of income, or grievous illness.

  • Mechanically, this is represented by the Storyteller increasing the difficulty of rolls appropriate to the curse by 3 for the duration of the curse.

† •••• The victim suffers from major catastrophes and chronic illnesses.

  • Mechanically, this is represented by the Storyteller increasing the difficulty of rolls appropriate to the curse by 3 for the duration of the curse. In addition, the victim subtracts one from associated dice pools during appropriate moments in the story.

† ••••• Curses inflicted at this level are nigh upon Biblical in scope. Nothing goes right for the victim for the duration of the curse. Her life is an exercise in misery, and may well be accompanied by plagues of locusts, being stricken barren, or causing despair in those she meets.

  • Mechanically, this is represented by the Storyteller increasing the difficulty of rolls appropriate to the curse by 4 for the duration of the curse. In addition, the victim subtracts two from associated dice pools during appropriate moments in the story. Invoking a curse of this magnitude requires a Humanity roll for degeneration.

The Path of Healing


Healing the sick hasn’t always been the bailiwick of formally educated doctors armed with a battery of surgical implements and medical databases. Ancient cultures sent their sick and wounded to a spirit medium who communed with the divine and used that knowledge to soothe pain and heal illnesses. The role of the healer might change — be it priest, wise woman, or witch — but the function remained the same. Healers used a combination of physical remedies and spiritualism to heal those in their care and to keep the community in good health.

The modern Path of Healing is a fusion of magic and ancient curative techniques. Hedge Magicians who have mastered this Numina Path can break a fever in moments or heal traumatic wounds to the body through spiritual means. The Medicine Knowledge is required for this Path to be effective, along with cultural elements, such as meditation, prayer, singing, massage, or other techniques.

Healing can exhaust a Magician during the process, and such healers often suffer for their incredible sensitivity and compassion. Should the player botch the healing roll, the character catches the ailment or withstands sympathetic damage from wounds.

With Storyteller permission, a player may take the Path of Healing as a Psychic Numina Path instead of Hedge Magic.

Roll: Manipulation + Medicine (Difficulty 7)
Cost: Varies


† • Practitioners of the Path of Healing may examine patients with but a touch to instantly diagnose ailments, learn the nature of injuries, or discover genetic defects. Each success achieved on the activation roll provides additional relevant medical information.

† •• A Hedge Magician with this level has a rudimentary control of her patient’s body and can stimulate the healing process. She can instantly cure sprains, severe headaches, flu, or minor infections without difficulty.

  • With the expenditure of a Willpower point and a successful roll by her player, the Hedge Magician can touch a patient to mitigate the pain of wounds or cure communicable diseases. Such illnesses include the common cold, flu, or even STDs. This level of the Path does not cure serious maladies such as cancer or heart problems, however. Each success achieved on the activation roll negates any dice-pool penalty arising from wounds from which the subject suffers for 10 minutes.

† ••• The Hedge Magician is able to heal broken bones and alleviate chronic but non-life threatening illnesses (such as arthritis, kidney stones, or asthma) with a single touch.

  • With the expenditure of a Willpower point and a successful roll by her player, the Hedge Magician can instantly heal a single level of bashing or lethal damage on a patient. Each additional success gained from the activation roll heals one additional level of bashing or lethal damage. Healing lethal damage in this manner comes at a price, however. For each level of lethal damage healed, the Hedge Magician suffers from a dizzying migraine for an hour that causes all dice-pool rolls made for the Magician during that time to incur +1 to their difficulties. The player may spend an additional Willpower to ignore this effect for a scene, however.

† •••• The Hedge Magician can stop and heal almost any injury with a single touch.

  • Mechanically, this is represented by the Storyteller increasing the difficulty of rolls appropriate to the curse by 3 for the duration of the curse. In addition, the victim subtracts one from associated dice pools during appropriate moments in the story.

† ••••• The human body holds no mysteries to a Hedge Magician who has mastered this level of the Path of Healing. She can cure chronic and acute illnesses (such as cancer, AIDS, or strokes), remove genetic defects, or cleanse chemical addictions.

  • Such treatment is difficult for the Hedge Magician and requires that the patient be under constant care for some time. The exact length of the treatment and other requirements should be determined by the Storyteller, but they should generally be one quarter the standard recovery times. Such sympathy comes at a cost to the body, and the Hedge Magician may suffer a +1 to +2 difficulty increase to all non-Healing related dice pools during the period of convalescence.

The Path of Alchemy


Alchemy is a form of Hedge Magic whose main function is to purify the soul. All other effects that alchemy is known for are merely stepping stones to that ultimate goal — after all, one must master transmutation to master purification.

Alchemists that master the Path of Alchemy can create elixirs or powers that grant effects, and imbue metals with various strange properties.

As Alchemy is an arcane science, it takes material and time to execute a formula. A laboratory is necessary, though as an alchemist becomes more skilled, he needs fewer things to create minor transmutations. Each level of effect takes one to three days to craft, which includes gathering and preparing reagents, heating and cooling compounds, and tending to the experiment while it slowly works. A large, well-stocked laboratory may cut this time down to no less than one day per level of effect.

Concoctions (elixirs and powders) are good for a single use and a single purpose. A character may only be under the effects of a single concoction within a twenty-four hour period, unless she also has the Occult Ability. In that case, she knows enough about her body’s interactions with pure and altered substances, and can be under the effects of a number of concoctions equal to her dots in Occult in a given twenty-four hour period. Similar effects (such as multiple healing potions) do not stack upon one another.

Roll: Intelligence + Occult (Difficulty 8)
Cost: Varies


† • The Alchemist can create minor elixirs and powders, including simple poisons, tranquilizers, anesthetics, stimulants, and lesser healing concoctions.

  • A healing elixir reduces the die pool penalty due to injuries by 1 (minimum 0), and halves the healing time for bashing and lethal damage currently taken. There are liquids that erase short-term memory, powders that counteract the intoxicating effects of alcohol, elixirs that aids in restful sleep with no memories of dreams, etc. As always, whether an alchemical effect can be attempted is up to the Storyteller. One-dot effects cost no Willpower to create.

† •• The Alchemist better understands how reagents interplay, crafting stronger effects that harmonize with the body and mind.

  • This includes liquids that allow one to go an entire week with only one hour of sleep a night, and elixirs that can alter physical elements (such as skin, hair, or eye color) for a few hours. A two-dot healing elixir works as the one-dot version, but also heals two bashing or lethal levels immediately. Along with this, the Alchemist can devise an elixir that can enhance a user’s natural abilities for a given situation. She chooses the Ability and Specialization when creating the effect, such as Empathy and Insight (for reading the emotions) or Subterfuge and Charm (for personal magnetism). The user gains that Specialty; if he already has that Specialty, he instead gets +2 dice when that Specialty comes into play (in addition to 10s counting as two successes). This lasts for a number of hours equal to the number of successes on the activation roll, and costs one Willpower point to create.

† ••• The Alchemist’s abilities with concoctions are proficient enough to grant superhuman abilities. Different formulae can grant the drinker a specific Psychic Numina for the remainder of the scene.

  • Such formulae are usually baroque or call for bizarre components; one alchemist uses the remains of a burnt Cuban cigar, ash and all, mixed with the filament of an old light bulb that died in Canada as the base for a Pyrokinesis elixir. The Alchemist can only create effects that are of fewer dots than her dots in Alchemy, and the drinker must pay any Willpower costs associated with the effect. The Alchemist can also imbue metals with strange properties, removing impurities and bringing out elements of the platonic ideal. Among other uses, the alchemy can cause small weapons (daggers or a handful of bullets) to do aggravated damage against supernatural creatures. Metals can be imbued with some two-dot Alchemy effects as well. Three-dot effects cost 1 Willpower to create.

† •••• The Alchemist has mastered all lesser forms of Alchemy. More powerful versions of lesser formulae can be created, as well as concoctions that temporarily increase an Ability or Attribute by one or two dots.

  • Formulae that grant one dot last until the end of the scene; those that grant two dots (either in the same Ability or Attribute or to separate ones) last for one turn. Such formulae are esoteric, as the Alchemist delves into substances that represent platonic ideals and emotional purity as much as physical purity. More than a few Alchemists have gone to fetch strange things for such formulae, such as urine from those who are nearly blackout drunk as a component for a powder that grants the user a dot of Manipulation for the rest of the scene. Four-dot effects cost 1 Willpower to create. Two-dot effects can be extended to a full scene at a cost of 2 Willpower.

† ••••• Along with more dramatic versions of lower formulae, the master of Alchemy can create transcendent effects that grant vast abilities on par with the supernatural creatures Arcanists observe and catalog. Nearly all such formulae require some piece of a creature as a catalyst.

  • These typically last for one turn per success, and cannot exceed the second level of the Discipline or other power in question. Elixirs of vampiric Disciplines require at least five blood points of vampiric vitae. The Alchemist can create a regenerative powder which, when in the blood stream (usually by applying it to a messy wound) stitches the user together. He regenerates one level of damage every other turn until the end of the session. Five-dot effects cost 1 Willpower to create, along with their egregious material components.

Psychic Numina


Psychic Phenomena are evolved psychic powers developed through training and possibly mutations of the human mind.

In order to earn Psychic Numina, the character must fulfill the following requirements:

  • The character must have a breakthrough moment in which they discover their Psychic talents.
  • The character must have a mentor or practice their powers intently in order to discover their latent talents.
  • Upon unlocking Psychic Numina, the character receives one dot in their choice of starting Path. Additional levels may be purchased at a cost of Current Rating x 10.

Astral Projection


Astral Projection is the ability to separate the consciousness from the physical body and then explore the realm of pure thought — the astral plane. This strange plane of existence is believed to overlay the material world and is thought by some Psychics to be populated by angels, ghosts, living memories, or other immaterial beings. The nature of the denizens of the astral plane is as yet unknown, but it is clear that some of them are malicious and unkind.

The astral traveler must mediate for a turn, after which she leaves her physical body in a sleeping state as her spirit travels freely through the astral plane. Astral travelers move very quickly, traveling at the speed of thought. The disembodied traveler is connected to her body by an ephemeral silver cord. Other astral creatures can touch this cord, and if the cord is severed, the traveler’s consciousness becomes trapped in the astral plane.

Roll: Varies
Cost: Varies


† • The Psychic has a rudimentary awareness of the astral plane, though she cannot yet travel to it.

  • She can shift her senses toward the astral realm, where she can see astral travelers and communicate with them. She must first concentrate for a turn to allow her mind to adjust to the competing images, after which the Psychic sees the astral realm overlaid upon the normal physical world.

† •• The Psychic can leave her body for brief periods of time and travel to the astral realm.

  • With the expenditure of a Willpower point and a successful Perception + Awareness roll (Difficulty 8), the Psychic can leave her body for brief periods of time and travel to the astral realm. Each success on the activation roll allows one minute of astral travel. If the Psychic wishes to push herself, her player may spend a Willpower point to extend the character’s time by an additional minute. When this time has elapsed, the Psychic snaps back to her physical body, unless something strange and dire has happened.

† ••• A Psychic can manifest on the other side of the world from where her physical body resides.

  • With the expenditure of a Willpower point, the Psychic can manifest her astral form in the material world. In this manner, a Psychic can manifest on the other side of the world from where her physical body resides, using the great speed of astral travel to visit faraway locales in the form of thought. An astral traveler appears as a blurry and translucent ghost version of her usual physical appearance. A manifest astral traveler cannot touch or affect the material world, but she can be seen by non-Psychics and may speak in soft whispers.

† •••• The Psychic may travel deep into the astral plane for lengthy periods of time.

  • With the expenditure of a Willpower point and a successful Perception + Awareness roll (Difficulty 8), the Psychic can visit the astral realm for one hour per success. If the Psychic wishes to push herself, they may spend a Willpower point to extend the time by an additional hour.

† ••••• A Psychic can mask her presence in the astral plane (including her silver cord).

  • With the expenditure of a Willpower point and a successful Manipulation + Awareness roll (Difficulty 8), a Psychic can mask her presence in the astral plane (including her silver cord) from other astral travelers. Suspicious rival Psychics and native astral entities might sense the presence of something strange, at the Storyteller’s discretion, but they won’t be able to identify the source of the irritation unless their players achieve more successes on a Perception + Awareness roll than the activation roll made for the hidden astral traveler.

Cyberkinesis


Cyberkinesis is the ability to read, understand, and control these electronic devices without a direct interface.

Scattered reports of this relatively new Numina Path first appeared in the late 80s; as the public consciousness came to accept computers, more and more Psychics developed this talent. Vampires fear these cyberkinetics, who wield power over the technology the undead use, and who are able to read their emails from a distance and track them via the GPS on their smartphones.

Roll: Manipulation + Technology (Difficulty 7)
Cost: Varies


† • The Cyberkinetic may project his perceptions into an electronic device.

  • This level of Cyberkinesis allows the cyberkinetic to project his perceptions into an electronic device, enabling an understanding of its purpose, the principles of its functioning, and its means of operation. The cyberkinetic must touch the device, and his player must succeed at the activation roll. The number of successes on that roll indicates how well the cyberkinetic understands the device, from a general grasp (one success) to a holistic understanding of it, its processor architecture, its power supplies, and its data structures (five successes).

† •• The Cyberkinetic has an innate understanding of the weaknesses of electronic devices.

  • Just by touching a device, he can force its power supply to surge, causing interruption or even destroying the device. It only requires the expenditure a Willpower point and success on the activation roll. This power cannot be used to directly damage a person (though the destruction of a car’s fuel injection control chip can potentially later cause a serious car crash, for example). The number of successes achieved on the activation roll determines the degree of damage done to the device. A single success results in a brownout but leaves the device unharmed. Three successes shut the device down, requiring a manual or remote restart. Five successes indicate a total shutdown and a burnt-out power supply that must be replaced before powering on again is possible. Note that many complex computer systems, such as large-scale networks and remote clouds, can’t be shut down entirely by the failure of a single device.

† ••• The Cyberkinetic can telepathically read, encrypt, and decrypt electronic communication with amazing speed and accuracy.

  • With a successful activation roll, the Psychic may access, encrypt, or decrypt (but not change) any data saved on a device merely by touching it. If the cyberkinetic encrypts the data, the number of successes achieved on the activation roll is applied as a penalty to the difficulty of anyone else attempting to read said data.

† •••• The Cyberkinetic can mentally access any devices within his line of sight.

  • This is not a form of telekinesis in which the Psychic is wielding the controls. Rather, the cyberkinetic accesses the device by using a psychic version of radio waves similar to WiFi to infiltrate the device and control it from within. When connected to a device via this power, the cyberkinetic can employ any of the other levels of Cyberkinesis without having to make physical contact.

† ••••• The Cyberkinetic can operate any computer or computer-assisted device he touches or has accessed via sight.

  • Through the expenditure of a Willpower point and succeeding at the activation roll, the cyberkinetic can operate any computer or computer-assisted device he touches or has accessed via sight (as above). The cyberkinetic can activate any function of the device: running apps, browsing files, sending data to networks, opening a mechanical lock, etc. Note that any advanced or secure functions will have to be resolved via other methods, whether in the form of other applications of Cyberkinesis or just simply knowing the password. Each success on the activation roll allows for 10 minutes of control over the targeted device. Devices that are taken out of eyesight range or physical contact, as appropriate, simply disconnect from the cyberkinetic. If the device is destroyed while being controlled, the cyberkinetic suffers five levels of bashing damage as synaptic shock.

Psychometry


Some parapsychologists theorize that emotions are expressed by the human brain as a form of energy that can be absorbed by objects or places. Psychometry is the ability to read this emotional residue, called psychic resonance, and then interpret it and extrapolate information about the events and people connected to the object.

Strong emotions linger, and they can be read by those with the special perception to feel and understand the psychic imprint. Places or objects exposed to these strong emotional signatures hold flashes of information that a psychometrist can read by touch.

Roll: Perception + Empathy (Difficulty 7)
Cost: 1 Willpower


† • The Psychic may read the psychic resonance of an object or place to learn about the identity of the owner of the object or the most significant visitor to the place.

† •• The Psychic may learn about everything that occurred near the object or place within the last 24 hours.

† ••• The Psychic can discover and understand the complete history of the object or place. She can witness key events that occurred in the vicinity of the object or place

† •••• The Psychic can attune herself to an object, allowing her to align her vision to the location of the owner of the object.

  • She can then watch the owner of the object anywhere in the world for 10 minutes per success on the activation roll.

† ••••• The Psychic may follow the psychic resonance to the owner of an object.

  • She then learns the direction and distance of the owner of the object, anywhere in the physical or astral world. This connection lasts for an hour per success on the activation roll.

Telekinesis


Telekinesis is the ability to move things without touch, solely through the power of the mind. Objects under the Psychic’s telekinetic control may be manipulated as though she were personally holding them: They may be lifted, spun, juggled, and even thrown. Some Psychics, ignorant of their special abilities, unknowingly unleash their telekinetic power, evoking the poltergeist phenomena of many of hauntings.

A Psychic must be able to see her target and then concentrate to manipulate the object. Each success on the activation roll allows for one turn of telekinetic manipulation of an object. Five or more successes on the activation roll means that the Psychic can control the object for the duration of the scene. If this power is being used to manipulate a sentient being, the player of the target may attempt for his character to resist through an opposed Willpower roll each turn the control is exercised. If the Psychic has mastered the fourth level of this Path, she can completely immobilize the target should the opposed Willpower roll succeed.

Roll: Wits + Awareness (Difficulty 7)
Cost: 1 Willpower


† • One pound/one-half kilogram.

† •• 20 pounds/10 kilograms.

† ••• 200 pounds/100 kilograms.

† •••• 500 pounds/250 kilograms.

† ••••• 1,000 pounds/500 kilograms.

Animal Psi


Rather than telepathy or direct control, Animal Psi is the ability to communicate with animals, reading their emotional state and intent, and asking them to do things. The animal doesn’t have to agree, but the psychic has a much better chance of getting an animal to follow her instructions than almost anyone else. At each level, the psychic can both better understand what an animal is thinking, and can issue short commands to the animal. This power only works when the user can clearly see and hear the animal she is communicating with.

Animal Psi works best on higher mammals — creatures believed to possess nearly human-level intelligence, such as chimpanzees and dolphins — and trained lower mammals, such as dogs, cats, rats, and horses. Attempting to communicate with other animals may incur a Difficulty penalty.

Roll: Perception + Animal Ken (Difficulty 7)
Cost: None


† • The Psychic can read an animal’s basic intent, such as knowing whether it will attack or flee, and can both talk to the animal and understand what the animal “says” in return.

† •• The Psychic can read an animal’s current emotional state, such as knowing whether an animal is attacking out of anger or hatred or hunger. The psychic may also give a simple command that the animal is compelled to follow, which can be no more than six words long.

† ••• The Psychic can read an animal’s wants and needs without needing to ask, knowing that an animal wants him to follow or to stay away.

  • The psychic can also give a complex command, usually in the form of two simple commands strung together (“Follow that man, and then come back to me.”) The animal will continue to follow the commands for the duration of the power.

† •••• The psychic can anticipate an animal’s complex instincts, knowing how it will react in response to events that haven’t yet occurred.

  • He may also borrow the animal’s memories, finding out what the animal has seen, heard, or smelled over the past six hours.

† ••••• The psychic can send his senses along with the animal, nudging the animal to go where he wants it to, and perceiving with all of its senses — a dog’s sense of smell, or a hunting bird’s eyesight. When using this power, the psychic is entirely unaware of his surroundings.

Anti-Psi


Some people’s psychic potential only manifests itself as a cloud of mental static. Though this talent has no effect on most people, it prevents other psychics and Kindred from using their talents, affecting the Disciplines of Auspex, Animalism, Obfuscate, Dominate, Dementation, Presence, Chimerstry and Melpominee. Psychics with this talent can damp it down by concentrating, but cannot turn it off completely.

Anti-psi is permanently active. Users can damp their power down to the one-dot level, but add +2 to the difficulty of all Mental actions due to their intense concentration.

Roll: None
Cost: None


† • The cloud extends out to a five-yard/five-meter radius around the user. Anyone in the cloud subtracts one die from all Psychic Phenomena dice pools.

† •• The cloud extends out to a ten-yard/ten-meter radius around the user. Anyone in the cloud subtracts two dice from all Psychic Phenomena dice pools.

† ••• The cloud extends out to a fifteen-yard/fifteen meter radius around the user. Anyone in the cloud subtracts four dice from all Psychic Phenomena dice pools.

† •••• The cloud extends out to a twenty-yard/twenty meter radius around the user. Anyone in the cloud subtracts six dice from all Psychic Phenomena dice pools.

† ••••• The cloud extends out to a twenty-five yard/ twenty-five meter radius around the user. Anyone in the cloud subtracts eight dice from all Psychic Phenomena dice pools.

True Faith


True Faith is a gift of the divine. Characters with True Faith are chosen to bear that gift for a specific purpose. It encompasses a host of abilities gained through a special connection with the divine.

In order to earn True Faith, the character must fulfill the following requirements:

  • The character must have a Humanity rating of 8 or higher. If Humanity ever falls below this threshold, they will lose access to True Faith. Losing access to True Faith will earn the character the Paradise Lost Flaw.
  • The character must have faith in a higher power and an appropiate holy symbol. The faith need not be based in christianity, as jews may use their star of david, pagans may use an ankh, etc.
  • After maintaining their Humanity for an appropiate period of time as determined by Storytellers, the character may go on a journey where their Faith is tested and they come out resolute. Failure means the character loses a point in Humanity. A character may attempt to gain True Faith again once they regain their lost Humanity. This is a special event scripted by Storytellers.
  • Upon unlocking True Faith, the character receives one dot in Faith. Higher ratings may rise and fall at a Storyteller's discretion, as Faith is a measure of religious certainty and zeal.

Benefits of True Faith


Unlike the other Numina Paths, True Faith only has a single Path. True Faith grants Mortal believers special benefits:

  • Each level of True Faith grants an extra point of Willpower.
  • Each point of True Faith acts as a die of divine protection to resist the effects of Numina, vampire Disciplines, or other supernatural powers. When a character would be affected by a Kindred Discipline or other power, her player may spend a point of Willpower and roll the character’s True Faith rating as a dice pool against a Difficulty of 7. Successes earned on this roll subtract successes from the activation roll of the power in question. This protection affects only powers that would directly affect the character, and only if a dice roll is required to determine their degree of success. This offers no protection against passive or indirect uses of powers such as Aura Perception or Fortitude.

† • The Faithful may attempt to repel vampires and other supernatural creatures by brandishing a holy symbol or uttering prayers.

  • The player of the Faithful spends a Willpower point and rolls their character's True Faith rating against a Difficulty equal to the creature's permanent Willpower. The successes garnered indicate the number of turns that the creature must flee from the character while they invoke the protection of prayer or the holy symbol. If the activation roll yields no successes, a supernatural creature need not step back, but may not advance. A botch indicates that it may advance unhindered. If the religious symbol is placed against a vampire's body, each success causes a level of aggravated damage, burning into the creature's flesh.

† •• The Faithful may sense the presence of a vampire.

  • They need not consciously try to detect the vampire's presence, but they must be in peaceful, quiet surroundings. The Faithful will not sense the vampire if they are preoccupied (ie: arguing) or in a crowded, noisy place. This ability is not infallible; the Storyteller may decide to allow a character to sense a presence when it is dramatically convenient, or only after a successful Faith roll. Note that the character cannot know exactly what they sense through their Faith; all that they will know is that something unclean or evil is nearby.

† ••• The Faithful is immune to Chimerstry, Dementation, Dominate, Obfuscate, and other supernatural effects that confound the mind.

† •••• The Faithful may not be turned into a Ghoul. They are unaffected by Presence and other supernatural effects that manipulate emotions.

† ••••• The mere presence of the Faithful may fill a vampire or other supernatural creature with self-loathing, disgust, terror, or even physical pain.

  • Any vampire hearing the character pray, preach, or touched by the faithful must make a successful Rötschreck roll at Difficulty 9 to resist the urge to flee immediately for the duration of the scene. A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing, or begging forgiveness.

Miracles of True Faith


A miracle is an instance of direct divine intervention. The Faithful often pray to the divine as a form of worship and meditation. On rare and inspiring occasions, the divine answers a prayer in the form of a miracle. Such miracles are extremely rare, and always dramatic. Prayers that are selfless and seek to help or inspire others have the best chance of being answered. No hard-and-fast system for invoking miracles exists — it’s simply a dramatic reminder that Faithful individuals bear a divine duty and can occasionally serve as conduits for their greater power’s will in the world.

Miracles can occur at a Storyteller's discretion. Some examples of possible miracles are:

  • Helping a barren woman be able to bear a child.
  • Curing a terrible and painful disease, such as cancer.
  • Helping someone trapped under a collapsed building.
  • Finding yourself at the side of a friend in desperate need.

Paradise Lost (2 pt. Flaw)

  • You once had the True Faith that could light the night. It is now extinguished. This is not the simple loss of an advantage, but a gaping wound of the soul. You know what it was like to be seen in the light of the divine, but now stumble outside the sight of God and drown in the corpse-cold murk of doubts, an ever-flowing river with no end in sight. Whenever you are confronted with this loss (holding a holy symbol, asked to perform a miracle, entering a church, etc.), make a Willpower roll at Difficulty 7 or lose one die on all actions for the scene as sorrow seizes you. A botched Willpower roll consumes a Willpower point and opens you to despair. Indulging a vice (alcohol, drugs, pornography, etc.) can replenish Willpower points lost in this way.

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