Additional true faith rules and how they affect quirks

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True Faith (Background • to ••••••+) – Extended Rules for Quirks

True Faith remains as described in Vampire: The Masquerade 20th Anniversary Edition (pp. 492–494) and compatible WoD20th corebooks: a rare Background representing pure, unshakable conviction in a higher power (God, cosmic justice, etc.). It manifests as an inner light that repels or harms supernatural corruption.

•	Rating: • (weak glow) to ••••••+ (saintly radiance). Starts with Faith points equal to dots; regenerates 1 point per day (or faster via prayer/rituals).

•	Passive Aura: Supernaturals (Kindred, Garou, etc.) feel burning unease; cannot approach without Willpower rolls (diff = Faith rating +3). Vampires take 1 bashing/turn if forced close.

•	Active Use: Spend 1+ Faith points and roll Faith (diff 6) for effects like Warding (blocks supernaturals), Banishment (forces retreat), or Leap of Faith (supernatural dodge/soak).

•	Costs: Faith points are precious; overuse risks permanent loss (botches erode 1 dot).

New: True Faith vs. Quirks – The “Divine EMP”

Quirks are “attuned” to the material world via human evolution/mutation, making them vulnerable to True Faith’s purifying light—like an electromagnetic pulse (EMP) scrambling a machine. Faith treats Quirks as “false miracles,” disrupting their flow while shielding against them. Effects scale with Faith rating and target’s Quirk Attunement (Quirk rating; Nomu/Quirked Animals/All For One count as 4–5).

Passive Aura vs. Quirks

Quirk users (rating 1+) feel holy dread near True Faith:

•	1–2 dots: Mild nausea (+1 diff to Quirk rolls within 10 ft).

•	3+ dots: Intense pressure (+2 diff; Quirk 3+ users must roll Willpower diff 7 or flee for 1 turn).

•	Highly attuned (Quirk 4–5 or Nomu): Panic (as Rötschreck frenzy, diff 8).

Active Powers vs. Quirks

Spend Faith points + roll Faith (diff 6 base; +1 per target beyond one). Successes determine duration/power. Effects last minutes = successes x Faith rating (max 1 scene).

Faith Dots. These following effects occur when true faith is active:

EMP Shutdown (Area/Target)

Shield vs. Quirk Attacks

Purge Damage (Direct Harm)

•–••

Suppress 1 target’s Quirk (they can’t activate; existing effects fade). Area: 5-yard radius.

Soak 1 damage/turn from Quirk attacks (bashing/lethal only).

None.

•••

Suppress 1–2 targets or 10-yard radius.

Soak 2 damage/turn; reflect 1 die back as bashing.

1 lethal to Quirk 3+ users (burns attunement).

••••

Suppress group (3 targets) or 20-yard radius.

Soak 3 damage/turn; reflect 2 dice.

2 lethal to Quirk 3+; ignore armor.

•••••

Mass suppress (5+ targets) or 50-yard radius.

Soak all Quirk damage 1 turn; reflect full attack.

3 lethal to any Quirk user; +1 vs. 4+.

••••••+

Building-wide shutdown; permanent until Faith spent again.

Immune 1 scene; auto-reflect as lethal.

4+ lethal (aggravated vs. highly attuned); wounds fester.

Examples:

•	Faith 3 vs. Endeavor (Quirk 4): 2 successes = 6 minutes shutdown. His flames fizzle; he panics if highly attuned.

•	Faith 5 area effect: Shuts down a villain gang’s Quirks in a 50-yard bubble—perfect for crowd control.

Exhaustion & Backlash: Botch = lose extra Faith point (divine overload). Targets can resist with Stamina + Quirk rating (diff 7+Faith rating /2).

Special Vulnerabilities: Highly Attuned Beings

Beings “overloaded” with Quirks (Nomu, Quirked Animals, All For One) suffer amplified effects—their bodies/souls are “Quirk-saturated,” making Faith a direct counter.

•	Quirked Animals (from Quirked Animal Background):

◦	EMP: Lose higher cognition (act as instinctual animals: no rational thought, flee or attack wildly). Duration: minutes x2. Roll Willpower diff 8 to resist.

◦	Damage: +1 lethal (their “uplift” unravels).

◦	Example: Nezu (Quirk 2 Garou) reverts to hyper mouse-mode, burrowing away in panic.

•	Nomu (Quirk-Frankenstein monsters):

◦	EMP: Irrational panic (frenzy like Garou Rage diff 9; attack anything). Regeneration fails during shutdown.

◦	Damage: Aggravated instead of lethal (Quirk “glue” dissolves; bodies melt/break down). +2 damage dice.

◦	Example: High-End Nomu takes 4 agg from Faith 5, screaming as regeneration stalls.

•	All For One (Quirk 5+ apex):

◦	Treated as max attunement. EMP halves stolen Quirks (randomly lose 50%).

◦	Damage: Aggravated; weakens core (–2 to all rolls for scene). He panics irrationally, as Faith is “alien” to his Quirk-godhood.

◦	Narrative: All For One’s body warps painfully, stolen powers backfiring.

Balance & Limits

•	Faith is Rare: Few achieve 3+ dots; divine tests required.

•	Quirk Resistance: Non-attuned (Quirk 0–1) halve effects. Supernatural-Quirk hybrids roll highest resistance (e.g., Garou + Quirk).

•	Counters: Quirks can’t directly harm Faith aura (auto-soak 1). But overwhelming numbers or Paradox/Veil breaches backlash the faithful.

•	Holy Synergy: True Faith 3+ combos with supernatural powers (e.g., +1 die vs. vampires and Quirk users).

These rules integrate seamlessly: True Faith purifies all “unnatural” power, Quirks included. Heroes with Faith become anti-Quirk saints; villains dread the “light that kills powers.” Storytellers, adjust durations for chronicle tone.

Posted Feb 17, 2026, 3:17 AM UTC

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